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	<id>https://wiki.hard-light.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Wookieejedi</id>
	<title>FreeSpace Wiki - User contributions [en]</title>
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	<updated>2026-11-15T12:17:34Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=67801</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=67801"/>
		<updated>2026-10-01T16:19:54Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: fix thruster depth formating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-10|642111676012bc6696f4024c40296a6c20b3b958}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;game_settings.tbl&#039;&#039;&#039;, also known as mod.tbl, defines options that can be changed globally.  All settings are optional.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl#$Target_Version:|target version]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table220|&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Turret_Collisions:|Fixed Turret Collisions]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Missile_Detonation:|Fixed Missile Detonation]]&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Damage_All_Object_Types_Once:|Shockwaves Damage All Object Types Once]]&lt;br /&gt;
*[[game_settings.tbl#$AI_use_framerate_independent_turning:|AI use framerate independent turning]]&lt;br /&gt;
*[[game_settings.tbl#$Use_host_orientation_for_set-camera-facing:|Use host orientation for set-camera-facing]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table230|&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Inherit_Parent_Weapon_Damage_Type:|Shockwaves Inherit Parent Weapon Damage Type]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Chaining_To_Repeating_Events:|Fixed Chaining To Repeating Events]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*[[game_settings.tbl#$Calculate_subsystem_hitpoints_after_parsing:|Calculate subsystem hitpoints after parsing]]}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*[[game_settings.tbl#$Fix_scripted_velocity:|Fix scripted velocity]]}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*[[game_settings.tbl#$Use_model_eyepoint_for_set-camera-host:|Use model eyepoint for set-camera-host]]&lt;br /&gt;
*[[game_settings.tbl#$Use_model_eyepoint_normals:|Use model eyepoint normals]]&lt;br /&gt;
*[[game_settings.tbl#$Fix_asteroid/debris_field_bounding_box_checks:|Fix asteroid/debris field bounding box checks]]&lt;br /&gt;
*[[game_settings.tbl#$Disable_expensive_turret_target_check:|Disable expensive turret target check]]&lt;br /&gt;
*[[game_settings.tbl#$Skybox_internal_depth_consistency:|Skybox internal depth consistency]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table260|&lt;br /&gt;
*[[game_settings.tbl#$Zero-radius_explosions_skip_fireballs:|Zero-radius explosions skip fireballs]]&lt;br /&gt;
*[[game_settings.tbl#$Render_insignias_as_decals:|Render insignias as decals:]]}}&lt;br /&gt;
{{Table262|&lt;br /&gt;
*[[game_settings.tbl#$Fix collision moment of inertia:|Fix collision moment of inertia]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GAME SETTINGS==&lt;br /&gt;
Contains settings that affect how the engine works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Version:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Specifies the minimum version of FreeSpace Open that this mod supports. If the version specified here is greater than the version of the current build, an error message is displayed.&lt;br /&gt;
}}&lt;br /&gt;
{{Table381|&lt;br /&gt;
The $Minimum version option has been renamed to $Target Version. The old name is kept with the same functionality for backwards-compatibility.&lt;br /&gt;
&lt;br /&gt;
The target version specifies what version of the FSO engine this mod was created for. It will be used by the engine to enable or disable backwards-incompatible changes by default. The default value is 2.0 which specifies that the mod targets the retail engine version.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Major:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the major component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Minor:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the minor component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;7&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Build:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the build component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Revision:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any).&lt;br /&gt;
For nightly builds this is the date in YYYYMMDD format.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;20151121&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window title:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the name of the FSO window when this mod is running. If blank or unspecified, the window will have the default title of &amp;quot;FreeSpace 2&amp;quot;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window icon:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the icon filename of the FSO window when this mod is running. If blank or unspecified, the window will have the default icon.&lt;br /&gt;
&lt;br /&gt;
The icon should be in data/maps or data/interface, and can apparently be any single-frame image format supported by FSO. The default icon is .png.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Mod title:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the title of the mod and will be displayed at the mainhall near the FSO version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod title on its own.  Previously, the mod version was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod version:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the version of the mod and will be displayed at the mainhall near the FSO version. Can be a string or it can be semantic versioning such as 2.0.0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod version on its own.  Previously, the mod title was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unicode mode:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Enabled the Unicode text mode for this mod. In Unicode mode all text is assumed to be UTF-8 encoded Unicode and certain features are disabled if they do not have full Unicode support. Most notably, if this is enabled then the engine will no longer support the old bitmap fonts that were used by Retail FreeSpace. Only the newer TrueType fonts will be supported.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash screens:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Defines a list of splash screens that FSO can display upon game startup. The actual image displayed is chosen at random from the applicable entries. Entries with exact aspect ratio matches will be prioritized first, followed by aspect ratio ranged matches, followed by entries without an aspect ratio specified.}}&lt;br /&gt;
&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The name of the bitmap to use as a splash screen. Extension will be removed if included.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Bitmap: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio matches the specified number within +/- 0.01.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Min:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at least the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Min: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Max:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at most the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Max: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade in time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade in.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade out time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Center splash logo:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets whether the splash logo will be displayed in the middle of the screen.  If this is false (the default), it will be displayed at the top-left.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable FSO Internal Loadout Restoration System:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
When the player configures the ships and weapons of the wings in the loadout screen, FSO will remember these settings and attempt to apply them again if the player quits the mission and comes back to it later.  FSO will only remember the most recent mission&#039;s loadout, so it will not attempt to restore the loadout if the player loads a different mission.  It will also not attempt this if the mission&#039;s &#039;&#039;$Modified:&#039;&#039; date has changed.  This flag can be used to prevent FSO from attempting restoration even if it normally would.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lua API returns nil instead of invalid object:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
A design choice very early in FSO&#039;s scripting development established that invalid results return invalid objects.  By using this flag, invalid results will return nil instead.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#LOCALIZATION SETTINGS==&lt;br /&gt;
Contains various settings related to localization and language support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use tabled strings for the default language:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Causes the game to use the text in strings.tbl and tstrings.tbl even when the current language is English.  By default, the game will use the literal text in the source code and the data files (tables and missions) and will not look up the entry when the language is English.  For other languages, the translation is always used, if it exists, regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t initalize built-in languages by default:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
Prevent FSO from initializing the three additional built-in languages (German, French, and Polish).  This allows mods which don&#039;t support those languages to remove them from the SCPUI language selector.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t pre-empt training message voice:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Prevents training messages from being interrupted by other training messages.  If a training message has a voice file associated with it, or simulated speech is active, the next message will not be played until the current message has finished.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
This group contains various Campaign related settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Ignored Campaign File Names===&lt;br /&gt;
Defines which campaigns, if present, will not appear in the Campaign Room. In the original implementation, only single-player campaigns could be ignored and file extensions were required, but see below.&lt;br /&gt;
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}&lt;br /&gt;
{{Table382|As of 3.8.2, file name comparisons are not case sensitive and multiplayer campaigns can be ignored.}}&lt;br /&gt;
====$Campaign File Name:====&lt;br /&gt;
File name of the campaign to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===#Ignored Mission File Names===&lt;br /&gt;
{{Table382|Defines which standalone missions, if present, will not appear in the Tech Room or Multiplayer Lobby.  Both single-player and multiplayer missions can be ignored, but missions which appear in a campaign cannot.  File extensions are not required and, if present, are removed by the code.  File name comparisons are not case sensitive.&lt;br /&gt;
====$Mission File Name:====&lt;br /&gt;
File name of the mission to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Red-alert applies to delayed ships:===&lt;br /&gt;
{{Table372|Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#HUD SETTINGS==&lt;br /&gt;
This group contains various HUD behavior settings and overrides&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 0 ms&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene camera displays HUD:===&lt;br /&gt;
Show the HUD when the cutscene camera is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Full color head animations:===&lt;br /&gt;
Enables full-color head ANIs. Normal head ANIs will appear in gray.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t automatically select a turret when targeting a ship:===&lt;br /&gt;
{{Table220|Uses FS1 behavior where targeting a new ship did not target any turrets.  In FS2 a turret is automatically targeted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Auto select subsystem under reticle when targeting same ship:===&lt;br /&gt;
{{Table242|This is a streamlining of functionality, that makes it so one doesn&#039;t need to hit a second key to select the subsystem under the reticle. Instead once you have the capital ship selected, hit Target Under Reticle and it will target a subsystem under the reticle if the feature is enabled and there isn&#039;t a new target under the reticle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supernova hits at zero:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Adjusts the HUD timer so that the timer reaches zero when the supernova hits the player.  The actual timing is not affected -- whether the flag is enabled or not, the supernova will always hit the player when 5 seconds remain in the time specified in the sexp.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always warn player about unbound keys used in Directives Gauge:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Ensures that the &amp;quot;Key Unbound&amp;quot; message will pop up for a directive with an unbound key in any single-player mission, not just a training mission. Note, that the default string (index 426) will still say &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with training.&amp;quot; Thus, it is advised to change the string at index 426 using the -lcl.tbm to &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with this mission.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD drop shadows enabled by default:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If this flag is active, certain elements displayed on the HUD (all text, the main targeting reticle, and the background of the ETS gauges) will have a &amp;quot;drop shadow&amp;quot; effect.  Note that whether or not the flag is active, the player can set this using the &amp;quot;Toggle HUD Drop Shadows&amp;quot; control.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify scanning behavior:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Unifies scanning behavior between subsystem, regular, and cargo allowing missions to use all scan types in all situations.&lt;br /&gt;
*Also allows changing the &amp;quot;Cargo:&amp;quot; text line in a mission by adding &amp;quot;$Cargo Title: STRING&amp;quot; after the &amp;quot;$Cargo 1:&amp;quot; or &amp;quot;$Cargo 2:&amp;quot; lines in the mission file. FRED UI support not yet added for $Cargo Title so you have to do it manually.&lt;br /&gt;
*When this flag is enabled, all ships, no matter the ship class, will react the same way to the cargo-related or scanning-related ship flags:&lt;br /&gt;
**They are not scannable by default&lt;br /&gt;
**Setting the &amp;quot;scannable&amp;quot; flag makes them scannable, and scanning the subsystem will reveal the cargo&lt;br /&gt;
**A new flag available with alter-ship-flag, &amp;quot;no-scanned-cargo&amp;quot;, changes the behavior to scanned/unscanned instead of revealing the cargo&lt;br /&gt;
**The &amp;quot;toggle-subsystem-scanning&amp;quot; flag must be set to swap full-ship scanning mode into subsystem scanning mode and works for all ship types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t show callsigns in the escort list:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
By default, callsigns are shown in the escort list using the same format as in the target box.  If this flag is active, callsigns will not be displayed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hide main Rearm/Repair items in Comms Gauge:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Prevents 5. Rearm/Repair Subsys and 6. Abort Rearm from being shown in the squad messaging menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Always show selected item in Comms Gauge:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
Ensures that the visual indicator for which is the active item in the squad messaging menu is always shown. Useful if you are using the select Comms menu item keys. By default this is not shown until the player presses the up or down key for the select Comms menu item keys.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
This group contains SEXP settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this allows all events in a chain to repeat, instead of only the last one.  It makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Chaining To Repeating Events:===&lt;br /&gt;
{{Table230|When set, this makes event chaining to repeated events work as designed - that is, the chained event will only be evaluated after the chain delay.  If the repeating event&#039;s interval is shorter than the chain delay, then the delay countdown will continually be restarted until all repetitions have completed.  Without this flag, FSO will emulate retail behavior which, due to a bug, allowed chained events to be evaluated immediately after a repeating event is first evaluated.&lt;br /&gt;
&lt;br /&gt;
NOTE: Although the name does not reflect it, the same issue affects repeating events that are evaluated by &amp;lt;tt&amp;gt;is-event-true-delay&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;is-event-false-delay&amp;lt;/tt&amp;gt;.  Without this flag, FSO will emulate retail behavior which causes these SEXP operators to ignore any delay when evaluating repeated events.  With this flag, the delay will be measured from when the final repeat iteration occurs.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Use host orientation for set-camera-facing:===&lt;br /&gt;
{{Table220|When set, this will take into account the host orientation for cutscene cameras.  This is a bugfix for [https://github.com/scp-fs2open/fs2open.github.com/issues/3889 GitHub issue #3889].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use model eyepoint for set-camera-host:===&lt;br /&gt;
{{Table250|The default behavior for set-camera-host is to position the camera at the origin coordinates (0,0,0) of the host.  This flag will make the camera use the model eyepoint instead.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use model eyepoint normals:===&lt;br /&gt;
{{Table250|If set, model eyepoints will respect the normal vector set for the eyepoint in the model file for the eyepoint.  If not set, model eyepoints will use the model&#039;s orientation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle uses pixels:===&lt;br /&gt;
{{Table222|When set, SEXPs which display subtitles will read their arguments as pixels, not percentages.  If &amp;lt;code&amp;gt;$Show-subtitle base resolution:&amp;lt;/code&amp;gt; is set, these pixels will be scaled up or down as needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle base resolution:===&lt;br /&gt;
{{Table222|When set, subtitles are assumed to display at the appropriate size in the specified resolution, and will be scaled up or down if the current screen resolution is different.  If this is not set, or is set to a resolution less than (640, 480), subtitles will not be scaled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD-set-coords base resolution:===&lt;br /&gt;
{{Table232|The hud-set-coords SEXP has always used exact pixels, without regard for the current screen resolution.  This setting enables a similar scaling mechanism as &#039;&#039;$Show-subtitle base resolution:&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always Show Directive Value Count:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If this setting is enabled, Directive-as-Value values in Directives will always show the number. By default this is disabled, and only values &amp;gt; 1 are shown. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
This group contains settings related to graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; (0-3)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (very high)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Briefing Window FOV:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375; some previous versions of FSO used a value of 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (0.0 to 1.0)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.29375&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Generic Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of the pain red flash when the player is hit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of a pain flash when the player&#039;s shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the intensity of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Color:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the RGB color value of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: Color, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(255, 255, 127)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$BMPMAN Slot Limit:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Determines the maximum number of textures that can be loaded simultaneously. This includes every frame of an animation, unless that animation is streaming (e.g. command briefing animations, message talking heads, etc). Also includes dynamically-created textures (used internally for various functions).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Int&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 3500&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;4750&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 10)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the EMP lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (255, 255, 10)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the damage lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the damage lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Requires Rendering Feature:===&lt;br /&gt;
{{Table210|Needs description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Render player muzzle flashes in cockpit:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether muzzle flashes will be shown within the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which glowpoints are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shield effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which thruster flares are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether beam weapons will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which beam effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 4.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a beam effect affects its visibility. This is multiplied by the radius of the beam and added to the above for the final value. This results in larger beams being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether lasers, missiles, countermeasures, etc will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Weapon visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which laser-type weapons are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.3}}&lt;br /&gt;
&lt;br /&gt;
====+$Trail visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which trails (weapon and ship contrails) are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Shockwave visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shockwave effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 2.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Particles affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether particle effects, including impact effects, will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which particle effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a particle effect affects its visibility. This is multiplied by the radius of the particle and added to the above for the final value. This results in larger particles being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fireballs affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether fireballs from ship explosions will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which fireballs are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a fireball affects its visibility. This is multiplied by the radius of the fireball and added to the above for the final value. This results in larger fireballs being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Quality Default:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the default level for shadow quality if the &#039;enable_shadows&#039; command line is used and &#039;shadow_quality&#039; is not used. By default, the FSO will set the shadow detail level to 2. Valid values are 0 (shadows disabled), 1 (Low, 512x512 shadow map), 2 (Medium, 1024x1024 shadow map), 3 (High, 2048x2048 shadow map), or 4 (Ultra, 4096x4096). Note, the command line &#039;shadow_quality&#039; will override any value set here.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the game scene uses. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Can now be an arbitrary non-zero number of floats. If not set to 4, you must table [[#$Shadow Smoothness Factor:]]&lt;br /&gt;
}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(200.0, 600.0, 2500.0, 8000.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances Cockpit:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the cockpit pass scene uses. Will only shadow the cockpit model, and does not interact with the external game scene shadow map. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Can now be an arbitrary non-zero number of floats. If not set to 4, you must table [[#$Shadow Smoothness Factor:]]&lt;br /&gt;
}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(0.25, 0.75, 1.5, 3.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table262|&lt;br /&gt;
===$Shadow Smoothness Factor:===&lt;br /&gt;
Sets the strength of the smoothing for each shadow cascade. Larger values mean smoother / softer shadows. Shadow smoothness also scales with cascade distance, so the same value for a larger cascade will be perceived to be smoother.&lt;br /&gt;
The number of smoothness factors &#039;&#039;must&#039;&#039; match the number of Shadow Cockpit Cascades + Shadow Cascades (each 4 by default).&lt;br /&gt;
The list should first contain the smoothness factors for the cockpit cascades in order, and then the smoothness factors for the main cascades in order&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(0.00333,  0.004,  0.005,  0.005, 0.00333,  0.004,  0.005,  0.005)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Techroom:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the techroom.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Cockpit:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on the player cockpit in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Weapons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on weapons in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Ships:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship Casts Shadow:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When cockpit shadows are enabled, enabling this setting will cause the players ship model shown with &amp;quot;show ship&amp;quot; to cast shadow onto the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Model And Cockpit Share Coordinate Space:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When having the &amp;quot;show ship&amp;quot; flag enabled and cockpit models for a ship, this flag should be on if the cockpits can fit into the actual geometry of the ship model. Disable this flag if this is not the case and the cockpit needs to be rendered on top of the ship regardless of actual coordinates. If this can be enabled, the external show ship model can be rendered using deferred rendering.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship enabled only if Cockpits enabled:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Enabling this setting will only use the &#039;show-ship&#039; flag if cockpits are enabled. Useful if your ship uses both &#039;show-ship&#039; and cockpits that exist within the &#039;show-ship&#039; space, and you want to allow players to toggle off cockpits. Note, &#039;show-ship&#039; always only appears if in first-person view. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Thrusters:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Beams:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that beams will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Muzzle Flashes:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that muzzle flashes will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Trails:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that trails will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Lasers:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that lasers will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Length:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest length that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Radius:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest radius that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Easing Value:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Smooths out the behavior of maneuvering thruster flares the higher above 0 it is.&lt;br /&gt;
*This is the exponential time constant for the visual flare length to reach it&#039;s true length.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Thruster Glow Depth Factor:===&lt;br /&gt;
{{Table262| &lt;br /&gt;
*This value is a multiplier of the Primary Thruster glow&#039;s computed size. By default, Primary Thrusters showed through model geometry, but setting this value to less than or equal to 0 will fix the issue. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.325f}}&lt;br /&gt;
&lt;br /&gt;
===$Tertiary Thruster Glow Depth Factor:===&lt;br /&gt;
{{Table262| &lt;br /&gt;
*This value is a multiplier of the Tertiary Thruster glow&#039;s computed size. By default, Tertiary Thrusters does not show through model geometry, but you could make it so by setting this value to greater than 0. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: -0.5f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SCPUI attempts to load hires animations:===&lt;br /&gt;
{{Table230| &lt;br /&gt;
*Prevents SCPUI from trying to load anims prefixed with &amp;quot;2_&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: true}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table230| &lt;br /&gt;
===$Max draw distance:===&lt;br /&gt;
===$Min draw distance:===&lt;br /&gt;
*These values do more than just cutoff the visuals at certain distances, and they must be adjusted carefully to ensure unintentional rendering artifacts are not introduced.&lt;br /&gt;
*The rendering engine has limited amount of &#039;depth resolution&#039;, the degree to which it can tell a certain polygon is closer or farther away than another. When two polygons are too close, they will Z-fight, picking arbitrarily which is closer. It is the span between the min and max draw distance that determines how well the engine can determine depth, if they are too far from one another, the Z-fighting will become more common as it has to spread its resolution over a wider range. If they are close, Z-fighting will be lessened at the cost of a smaller range of distance able to be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*Default Values: 10,000,000,000 and 1, respectively&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table232| &lt;br /&gt;
===$Randomize particle rotation:===&lt;br /&gt;
*Particle bitmaps are typically screen-aligned; the upper portion of the bitmap will always be mapped to the upper portion of the particle, from the point of view of the camera. Enabling this option makes &#039;&#039;all&#039;&#039; particles have a random &#039;tilt&#039; in an arbitrary direction when created.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable shield effects:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies if FSO attempts to use the shield mesh impact effects. Enabling this flag will prevent the game from preforming any shield mesh effect code, which can be useful if a mod does not use those shield mesh effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable all non-custom generic debris:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Provides one simple control to turn off all non-custom generic debris (the tiny debris shards that are typically spawned when a ship/subsystem explodes). Note, generic debris that is manually specified in the ships table will still be spawned, this is only for turning off non-custom debris. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
===$Render insignias as decals:===&lt;br /&gt;
{{Table260| &lt;br /&gt;
*If set, insignias will be rendered using the decal system. This will make insignias render with correct and deferred lighting, and fix issues with apparent fading&lt;br /&gt;
*Models must be set up correctly for this to work! A model can have multiple insignias, with multiple polygon faces each. To enable this option, each visible insignia must have its own insignia entry in the model. If multiple visible insignias are incorrectly consolidated into one insignia entry with disjointed polygons, this will cause graphical artifacts.&lt;br /&gt;
*For reference, check out the retail FS2 models, which are set up correctly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
==#NETWORK SETTINGS==&lt;br /&gt;
This group contains network-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2NetD port:===&lt;br /&gt;
*(description required)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default object update level for multiplayer:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the distances default object update rate  for multiplayer matches. By default, the FSO will set the object update level to 2. Valid values are 0 (Low), 1 (Medium), 2 (High), 3 (LAN). FSO caps the bandwidth it uses based on these settings, but they were designed for connections from 1999. LAN has the least restrictive limits and does not require an actual LAN connection. Also, if a player&#039;s connection is within the dial-up speed range then game auto force the use of the lowest level during a match.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SOUND SETTINGS==&lt;br /&gt;
This group contains sound-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Sound Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default sound fx volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Music Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default music volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.5&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Voice Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default voice volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use weapon class impact sounds for hits to player:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows weapons that hit the player to play their specific impact sounds, not the hard-coded default sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Play thruster sounds for the player:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If the player&#039;s ship has thruster sounds defined, this will ensure they are played like normal, since they are typically suppressed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify minimum engine sound:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Allows $Minimum Engine Volume in ships.tbl to work for all ship classes. By default, that value only triggers for non-huge ships. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Disabled or disrupted engines are silent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
If set, engines will not play their engine noise if the ship is disabled or a disrupted (such as disruptions caused by an active EMP effect or a weapon with the &amp;quot;electronics&amp;quot; flag).  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#FRED SETTINGS==&lt;br /&gt;
This group contains settings for FRED. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable Hard Coded Message Head Ani Files:===&lt;br /&gt;
{{table371|&lt;br /&gt;
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Add Message Head Ani Files:===&lt;br /&gt;
{{table224|&lt;br /&gt;
FRED will append each +Head entry listed below to the head ani selection list in the Event Editor.}}&lt;br /&gt;
&lt;br /&gt;
====+Head:====&lt;br /&gt;
{{table224|&lt;br /&gt;
The head ani filename to add. Extensions will be stripped if included.&lt;br /&gt;
NOTE: Pay attention to file names or anis with a,b, c variation not display in-game (unless called directly). Proper name seems to be Head-xxxNa, Head-xxxNb, with N being some number and XXX being whatever you want. Needs further testing and confirmation &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Head: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable scripting in FRED:===&lt;br /&gt;
{{table382|&lt;br /&gt;
If set, scripting will be enabled in FRED. Use with extreme caution. The effects of scripts on FRED have not been fully tested. You can check if a script is running in FRED by using ba.inMissionEditor().&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED Briefing window resolution:===&lt;br /&gt;
{{table224|&lt;br /&gt;
The width and height of the briefing window in FRED. Defaults to 888x371. Note that changing this only affects FRED and can cause a mismatch to the ingame briefing view which defaults to 888x371 (or 555x232 for 640 base res).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;integer, integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;888,371&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ignore Music Files In Music Player:===&lt;br /&gt;
{{table232|Music files in this section will not be added to FRED&#039;s built-in music player.}}&lt;br /&gt;
====+File:====&lt;br /&gt;
{{table232|Specifies a file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;string&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED spacemouse nonlinearities:===&lt;br /&gt;
{{table232|&lt;br /&gt;
Allows setting custom nonlinearities and scaling for controlling FRED with a spacemouse.&lt;br /&gt;
}}&lt;br /&gt;
====+Sideways exponent:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The exponent for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Sideways scale:====&lt;br /&gt;
{{table232|The multiplier for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch exponent:====&lt;br /&gt;
{{table232|The exponent for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch scale:====&lt;br /&gt;
{{table232|The multiplier for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank exponent:====&lt;br /&gt;
{{table232|The exponent for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank scale:====&lt;br /&gt;
{{table232|The multiplier for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading exponent:====&lt;br /&gt;
{{table232|The exponent for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading scale:====&lt;br /&gt;
{{table232|The multiplier for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Skybox internal depth consistency:===&lt;br /&gt;
{{table250|If enabled, this will allow skyboxes that use submodels to render the submodels with proper Z-sorting if the &#039;No Z-Buffer&#039; check box is set to on in FRED. In other words, parts of the skybox closer to the origin point will render in front of sections further away, as might be expected. This flag is enabled by default for FSO version 25.0 onwards&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;YES&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
This group contains miscellaneous settings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret&#039;s barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Missile Detonation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*When this flag is set, missiles which reach the center of a submodel will not detonate immediately; they will delay detonation until they have traveled another radius of the submodel.  This fixes missile impacts to submodels whose center lies outside the geometry of the submodel.  In other words, without this flag, a missile might detonate in the middle of the &amp;quot;bowl&amp;quot; of a concave submodel; with this flag, the missile will travel to the other side of the submodel before it detonates.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the 3d ship select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ships in ship/weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapon select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the 3d weapon select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapons in weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2 effect grid color:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the grid color for the FS2 loadout animation effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer, Integer, Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0, 200, 0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2 effect scanline color:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the scan-line color for the FS2 loadout animation effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer, Integer, Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0, 255, 0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2 effect grid density:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the number of grid lines in the FS2 loadout animation effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2 effect wireframe color:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the wireframe color for the FS2 loadout animation effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer, Integer, Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;80, 49, 160&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d overhead ship:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship overhead view instead of a bitmap in weapon select&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default overhead ship style:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*This specifies which style of overhead view to use if 3d overhead view is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;ROTATE&amp;quot; or &amp;quot;TOPVIEW&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Overhead Line Color 1:&#039;&#039;&#039;&lt;br /&gt;
** The RGB color for ship secondary bank 1.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 192, 192)&lt;br /&gt;
*&#039;&#039;&#039;+Overhead Line Color 2:&#039;&#039;&#039;&lt;br /&gt;
** The RGB color for ship secondary bank 1.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (192, 128, 64)&lt;br /&gt;
*&#039;&#039;&#039;+Overhead Line Color 3:&#039;&#039;&#039;&lt;br /&gt;
** The RGB color for ship secondary bank 1.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (175, 175, 175)&lt;br /&gt;
*&#039;&#039;&#039;+Overhead Line Color 4:&#039;&#039;&#039;&lt;br /&gt;
** The RGB color for ship secondary bank 1.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (100, 100, 100)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always refresh selected weapon when viewing loadout:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*When set to true, this always refreshes the weapon shown in view box on the right side of the screen when opening the weapon loadout view. This ensures the viewed weapon is one that can actually be on the selected ship when first clicking on the weapon loadout screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents&#039; collision group setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flight controls follow eyepoint orientation:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that if the player ship&#039;s eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams Use Damage Factors:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default fiction viewer UI:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies which fiction viewer layout to use in missions that don&#039;t specify one. Possible values are as follows:&lt;br /&gt;
**&amp;quot;FS2&amp;quot;: Standard layout. Requires (2_)fictionviewer and (2_)fictionviewer-m to be present in data\interface.&lt;br /&gt;
**&amp;quot;WCS&amp;quot;: Moves the &amp;quot;Accept&amp;quot; button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.&lt;br /&gt;
**&amp;quot;auto&amp;quot;: Selects &amp;quot;WCS&amp;quot; if the appropriate files are present; otherwise, selects &amp;quot;FS2&amp;quot;. This is the default setting.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Movie subtitle font:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Specifies which font should be used for displaying subtitles in the cutscene player. This should be the name given to this font in the fonts table. Since movie subtitles can contain Unicode text it is a good idea to enable Unicode mode when movie subtitles are used but this is not enforced by this option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Movie subtitle color:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Specifies which color should be used for displaying subtitles in the cutscene player.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer, Integer, Integer, Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;255, 255, 255, 255&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable built-in translations:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Turns off hard-coded translations, e.g. Transport -&amp;gt; Transporter in German.  All strings will either use their XSTR entry or else not be translated.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon shockwave damage respects huge ship flags:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Controls whether weapon shockwaves will respect the huge/supercap ship flags.  In retail they do not.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable external default scripts:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Enables the loading of external scripts with the same name as a built-in script. Otherwise, uses the version of the script included in the executable (currently, just cfile_require.lua).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines the speed the player must reach to warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;40.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target warpout match percent:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines how close to the warpout speed the player needs to be to actually warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.05&#039;&#039;&#039;&#039;&#039; (5%)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum player warpout time:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*The [[Ships.tbl#.24Warpout_Engage_Time:|default amount of time]], in seconds, warping out will take before actually starting to check whether the player is the right speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable in-game options:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Mode whereby various settings can be modified by FSO while it&#039;s still running, rather than being set by the launcher before execution. By default is now ON, and can be accessed by going to the Options menu and pressing F3. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;YES&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Shockwave Default Multiplier:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Amount of damage, as a multiple of normal shockwave damage, assigned to a weapon&#039;s [[Weapons.tbl#.24Dinky shockwave:|dinky shockwave]] by default. To get the same behavior FSO had from 2005-2019, set this to 0.25.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Always Damage Bombs:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Enables all bombs being damaged by shockwaves. Previously only those marked with flags could be damaged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Damage All Object Types Once:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Keeps any object from being damaged more than once by a shockwave.  The default behavior is for asteroids and flagged missiles to be damaged every frame by the shockwave.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Inherit Parent Weapon Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When enabled, the shockwaves of weapons that have a defined damage type automatically inherit that damage type, rather than dealing &amp;quot;typeless&amp;quot; damage. As this behavior is more intuitive than when this flag is disabled, mods targeting 22.4 or newer versions of FSO will have it enabled by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039; for mods targeting 22.4 or newer versions of FSO, otherwise &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When combined with &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot;, this string is added to the inherited damage type to define the shockwave&#039;s damage type. For example, if a weapon has the damage type &amp;quot;heavy&amp;quot; and the provided suffix is &amp;quot;-shock&amp;quot;, then that weapon&#039;s shockwave&#039;s damage type would default to &amp;quot;heavy-shock&amp;quot;.&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Dinky Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Inherited Shockwave Damage Type Added Suffix:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If a weapon&#039;s shockwave doesn&#039;t have a damage type set, it will have this damage type instead (when &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot; is enabled, this will only be used if the weapon itself also doesn&#039;t have a damage type set).&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Dinky Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Default Shockwave Damage Type:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Engine Wash Intensity:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Allows the game to use the [[ships.tbl#.24Intensity::|Intensity]] value when calculating Engine Wash effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Apply HUD shudder to chase view:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Applies hud shudder (afterburner and engine wash) also to chase view. Does not override the command line toggle. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Swarmers Lead Targets:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes swarm missiles to lead their targets by default, and will make use of [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] if specified, like normal aspect seekers. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Threshold for Weapons Subsystems to Trigger Turret Inaccuracy:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the damage threshold for when turrets become less accurate due to weapon subsystem damage. In other words, how damaged do a ship&#039;s aggregated weapons systems have to be before the turrets become inaccurate? Value must be between 0.0-1.0 (includes 0.0 and 1.0).   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI use framerate independent turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Without this flag, missiles turn rate is directly dependent on the current framerate. When enabled their turn rate will be consistent, with the &amp;quot;true&amp;quot; turning taken to be observed turning at 60fps. This flag also affects ships, but the instability is only apparent at extremely low framerates, and so the change will not be apparent. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+AI respect tabled turn time and rotdamp:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Due to complicated physics issues caused by retail not using the above method, tabled turn times on ships and missiles are not representative of actual observed turn times. The above flag makes it consistent, but this flag will make it accurate to what is actually listed in the table. &lt;br /&gt;
*Additionally, rotdamp is now used properly by the AI in a similar manner to players. More rotdamp will result in slower rotational acceleration, and less results in faster acceleration.&lt;br /&gt;
*NOTE: BEWARE OF ADDING THIS FLAG TO AN EXISTING MODPACK. NEARLY EVERY SINGLE TURN TIME WILL NEED TO BE CHANGED.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player starts in third person/chase view by default:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*When this flag is set, a player will start the mission in the chase view, not in the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Custom briefing icons always override standard icons:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Custom ship briefing icons will always be shown when the briefing icon is a ship, but not when it is a non-ship icon such as a planet.  Set this flag to use custom briefing icons in all cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lead indicator behavior:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Changes how Lead Indicators behave when multiple weapon banks are linked and in range.&lt;br /&gt;
When set to default, if you have linked weapons, only the indicator for the one with the farthest range will be drawn.&lt;br /&gt;
When set to multiple, a lead indicator is drawn for all primary weapons in range when you have them linked.&lt;br /&gt;
When set to average, a single lead indicator is drawn in the average of the position where each of them would usually be drawn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** Valid options are &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;multiple&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;average&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use distant firepoint for all turrets:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the game to use firepoint-based target leading calculations for all turrets. This is useful if all or most turrets in a given mod has firepoints that are distant from their center-point.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable Discord rich presence:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Enables or disables the built-in Discord game-status reporting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always hide hidden ships in hotkey list:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to always hide ships with HIDDEN hotkey (set in FRED), even in the in-mission hotkey menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Allow automatically assigning personas:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not the game will automatically assign personas to ships that have no persona set.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures use capacity:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not Countermeasures use tabled capacity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Calculate subsystem hitpoints after parsing:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Causes subsystem hitpoints to be calculated after all ships.tbl and -shp.tbm files have been parsed.  This allows subsystem percentages to correctly reflect the final hull value rather than the first hull value encountered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Contrails use absolute speed:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
*Causes contrails to be created based on speed in any direction, rather than just forward speed.  This allows contrails to appear when a ship is moving in a direction other than forwards.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fix scripted velocity:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*If this setting is enabled, object velocity set via script will wholly determine the change in position for that frame, ignoring &#039;&#039;all&#039;&#039; other in-engine concerns. Otherwise, the game engine will likely overwrite/ignore any changes, depending on when the changes were made in the frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Preload briefing icon models:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this forces preloading of models used for briefing icons. This only loads models used for icons that haven&#039;t already been loaded for the mission. This is useful for SCPUI&#039;s where hovering over an icon shows the model without having to click on it and the stutter when it loads models not used in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Behavior for pressing Escape key in options menu:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set to &#039;save&#039;, the escape key for the HUD and Options screen saves options when leaving those screens (ie it does the same thing as pressing Ctrl-Enter/Accept). By default (or if set to &#039;default&#039;) the Escape key will not save any changed values when exiting those screens. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use closest distance method for &#039;Target Hostile Bomb or Bomber&#039; control:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set to true, the &#039;Target Hostile Bomb or Bomber&#039; control will target the closest hostile bomb or bomber, similar to how the &#039;Target Closest Hostile&#039; key works. By default, the &#039;Target Hostile Bomb or Bomber&#039; control will not sort by distance and simply only target in order of oldest to youngest objects (ie which object spawned first in the mission). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;false&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Objects targeted with &#039;Target Hostile Bomb or Bomber&#039; control:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Determines what can be targeted when using the &#039;Target Hostile Bomb or Bomber&#039; control. By default this control targets both bombs and bombers, which is the behavior if this field is set to &#039;default&#039; or &#039;bombs and bombers&#039;. If set to &#039;only bombs&#039;, the key will only target bombs and not target bombers. If set to &#039;only bombers&#039;, the key will only target bombers and not target bombs. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fix asteroid/debris field bounding box checks:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes a bug where asteroid and debris fields did not properly check for whether large ships were within bounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable intro cutscene:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this disables loading of any cutscenes as the game starts that might play before the player reaches the pilot select screen. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show locked status for scramble missions:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, scramble mission will show a text line right below the words &#039;Weapons Loadout&#039; that states &amp;quot;Ships/Weapons Locked&amp;quot; (XSTR 749), thus the player can easily see their loadouts are locked and they do not have to check the loaoout buttons on every mission. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable expensive turret target check:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this value speeds up turret target checking. By default, turret target acquisition was spending a lot of time doing a raycast, the result of which was barely used at all. If we don&#039;t need the target normal, all it does is get a target point slightly more accurate, but in practice it really isn&#039;t noticeable at all whether the target point of the turret is actually on the surface of the ship, or maybe on the other side of the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Threshold below which shield skips damage:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO logic dictates that shields collisions and any related sound or visuals related to shields are skipped if the shields are under 10%. This value allows modders to customize the value, though the value must be between 0.0 and 1.0. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum ship radius for persistent debris::===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Ships with a radius larger than this value will have infinite debris lifetimes.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;50&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Zero-radius explosions skip fireballs:===&lt;br /&gt;
{{Table260|&lt;br /&gt;
*If set, explosions with a visual radius of 0 will not have fireballs created, and will not have the fireball lifetime added to the explosion lifetime.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Link special-point subsystems to -destroyed submodels:===&lt;br /&gt;
{{Table260|&lt;br /&gt;
*If set, a special-point subsystem will be linked to its corresponding -destroyed submodel (if one exists).  The -destroyed submodel will be shown when the subsystem is destroyed, and hidden again if the subsystem is repaired.  By default, only submodel subsystems are linked to their corresponding -destroyed submodels.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fix collision moment of inertia:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes a bug in collision physics where an object&#039;s moment of inertia was applied as though the object were facing the inverse of its actual orientation (that is, an orientation that would rotate it back to the identity orientation).  Without this flag, a ship that is not aligned with the coordinate axes may rotate around the wrong axis, or by the wrong amount, when something collides with it.  This applies to collisions among ships, asteroids, and debris.  It does not apply to weapon impacts, which were never affected by the bug.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #Ignored Campaign File Names&lt;br /&gt;
    $Campaign File Name: FreeSpace2.fc2&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Fix Turret Collisions: True&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=67800</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=67800"/>
		<updated>2026-10-01T16:18:44Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add thruster depth factors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-10|642111676012bc6696f4024c40296a6c20b3b958}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;game_settings.tbl&#039;&#039;&#039;, also known as mod.tbl, defines options that can be changed globally.  All settings are optional.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl#$Target_Version:|target version]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table220|&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Turret_Collisions:|Fixed Turret Collisions]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Missile_Detonation:|Fixed Missile Detonation]]&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Damage_All_Object_Types_Once:|Shockwaves Damage All Object Types Once]]&lt;br /&gt;
*[[game_settings.tbl#$AI_use_framerate_independent_turning:|AI use framerate independent turning]]&lt;br /&gt;
*[[game_settings.tbl#$Use_host_orientation_for_set-camera-facing:|Use host orientation for set-camera-facing]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table230|&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Inherit_Parent_Weapon_Damage_Type:|Shockwaves Inherit Parent Weapon Damage Type]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Chaining_To_Repeating_Events:|Fixed Chaining To Repeating Events]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*[[game_settings.tbl#$Calculate_subsystem_hitpoints_after_parsing:|Calculate subsystem hitpoints after parsing]]}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*[[game_settings.tbl#$Fix_scripted_velocity:|Fix scripted velocity]]}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*[[game_settings.tbl#$Use_model_eyepoint_for_set-camera-host:|Use model eyepoint for set-camera-host]]&lt;br /&gt;
*[[game_settings.tbl#$Use_model_eyepoint_normals:|Use model eyepoint normals]]&lt;br /&gt;
*[[game_settings.tbl#$Fix_asteroid/debris_field_bounding_box_checks:|Fix asteroid/debris field bounding box checks]]&lt;br /&gt;
*[[game_settings.tbl#$Disable_expensive_turret_target_check:|Disable expensive turret target check]]&lt;br /&gt;
*[[game_settings.tbl#$Skybox_internal_depth_consistency:|Skybox internal depth consistency]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table260|&lt;br /&gt;
*[[game_settings.tbl#$Zero-radius_explosions_skip_fireballs:|Zero-radius explosions skip fireballs]]&lt;br /&gt;
*[[game_settings.tbl#$Render_insignias_as_decals:|Render insignias as decals:]]}}&lt;br /&gt;
{{Table262|&lt;br /&gt;
*[[game_settings.tbl#$Fix collision moment of inertia:|Fix collision moment of inertia]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GAME SETTINGS==&lt;br /&gt;
Contains settings that affect how the engine works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Version:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Specifies the minimum version of FreeSpace Open that this mod supports. If the version specified here is greater than the version of the current build, an error message is displayed.&lt;br /&gt;
}}&lt;br /&gt;
{{Table381|&lt;br /&gt;
The $Minimum version option has been renamed to $Target Version. The old name is kept with the same functionality for backwards-compatibility.&lt;br /&gt;
&lt;br /&gt;
The target version specifies what version of the FSO engine this mod was created for. It will be used by the engine to enable or disable backwards-incompatible changes by default. The default value is 2.0 which specifies that the mod targets the retail engine version.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Major:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the major component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Minor:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the minor component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;7&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Build:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the build component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Revision:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any).&lt;br /&gt;
For nightly builds this is the date in YYYYMMDD format.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;20151121&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window title:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the name of the FSO window when this mod is running. If blank or unspecified, the window will have the default title of &amp;quot;FreeSpace 2&amp;quot;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window icon:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the icon filename of the FSO window when this mod is running. If blank or unspecified, the window will have the default icon.&lt;br /&gt;
&lt;br /&gt;
The icon should be in data/maps or data/interface, and can apparently be any single-frame image format supported by FSO. The default icon is .png.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Mod title:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the title of the mod and will be displayed at the mainhall near the FSO version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod title on its own.  Previously, the mod version was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod version:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the version of the mod and will be displayed at the mainhall near the FSO version. Can be a string or it can be semantic versioning such as 2.0.0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod version on its own.  Previously, the mod title was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unicode mode:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Enabled the Unicode text mode for this mod. In Unicode mode all text is assumed to be UTF-8 encoded Unicode and certain features are disabled if they do not have full Unicode support. Most notably, if this is enabled then the engine will no longer support the old bitmap fonts that were used by Retail FreeSpace. Only the newer TrueType fonts will be supported.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash screens:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Defines a list of splash screens that FSO can display upon game startup. The actual image displayed is chosen at random from the applicable entries. Entries with exact aspect ratio matches will be prioritized first, followed by aspect ratio ranged matches, followed by entries without an aspect ratio specified.}}&lt;br /&gt;
&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The name of the bitmap to use as a splash screen. Extension will be removed if included.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Bitmap: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio matches the specified number within +/- 0.01.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Min:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at least the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Min: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Max:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at most the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Max: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade in time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade in.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade out time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Center splash logo:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets whether the splash logo will be displayed in the middle of the screen.  If this is false (the default), it will be displayed at the top-left.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable FSO Internal Loadout Restoration System:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
When the player configures the ships and weapons of the wings in the loadout screen, FSO will remember these settings and attempt to apply them again if the player quits the mission and comes back to it later.  FSO will only remember the most recent mission&#039;s loadout, so it will not attempt to restore the loadout if the player loads a different mission.  It will also not attempt this if the mission&#039;s &#039;&#039;$Modified:&#039;&#039; date has changed.  This flag can be used to prevent FSO from attempting restoration even if it normally would.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lua API returns nil instead of invalid object:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
A design choice very early in FSO&#039;s scripting development established that invalid results return invalid objects.  By using this flag, invalid results will return nil instead.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#LOCALIZATION SETTINGS==&lt;br /&gt;
Contains various settings related to localization and language support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use tabled strings for the default language:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Causes the game to use the text in strings.tbl and tstrings.tbl even when the current language is English.  By default, the game will use the literal text in the source code and the data files (tables and missions) and will not look up the entry when the language is English.  For other languages, the translation is always used, if it exists, regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t initalize built-in languages by default:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
Prevent FSO from initializing the three additional built-in languages (German, French, and Polish).  This allows mods which don&#039;t support those languages to remove them from the SCPUI language selector.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t pre-empt training message voice:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Prevents training messages from being interrupted by other training messages.  If a training message has a voice file associated with it, or simulated speech is active, the next message will not be played until the current message has finished.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
This group contains various Campaign related settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Ignored Campaign File Names===&lt;br /&gt;
Defines which campaigns, if present, will not appear in the Campaign Room. In the original implementation, only single-player campaigns could be ignored and file extensions were required, but see below.&lt;br /&gt;
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}&lt;br /&gt;
{{Table382|As of 3.8.2, file name comparisons are not case sensitive and multiplayer campaigns can be ignored.}}&lt;br /&gt;
====$Campaign File Name:====&lt;br /&gt;
File name of the campaign to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===#Ignored Mission File Names===&lt;br /&gt;
{{Table382|Defines which standalone missions, if present, will not appear in the Tech Room or Multiplayer Lobby.  Both single-player and multiplayer missions can be ignored, but missions which appear in a campaign cannot.  File extensions are not required and, if present, are removed by the code.  File name comparisons are not case sensitive.&lt;br /&gt;
====$Mission File Name:====&lt;br /&gt;
File name of the mission to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Red-alert applies to delayed ships:===&lt;br /&gt;
{{Table372|Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#HUD SETTINGS==&lt;br /&gt;
This group contains various HUD behavior settings and overrides&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 0 ms&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene camera displays HUD:===&lt;br /&gt;
Show the HUD when the cutscene camera is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Full color head animations:===&lt;br /&gt;
Enables full-color head ANIs. Normal head ANIs will appear in gray.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t automatically select a turret when targeting a ship:===&lt;br /&gt;
{{Table220|Uses FS1 behavior where targeting a new ship did not target any turrets.  In FS2 a turret is automatically targeted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Auto select subsystem under reticle when targeting same ship:===&lt;br /&gt;
{{Table242|This is a streamlining of functionality, that makes it so one doesn&#039;t need to hit a second key to select the subsystem under the reticle. Instead once you have the capital ship selected, hit Target Under Reticle and it will target a subsystem under the reticle if the feature is enabled and there isn&#039;t a new target under the reticle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supernova hits at zero:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Adjusts the HUD timer so that the timer reaches zero when the supernova hits the player.  The actual timing is not affected -- whether the flag is enabled or not, the supernova will always hit the player when 5 seconds remain in the time specified in the sexp.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always warn player about unbound keys used in Directives Gauge:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Ensures that the &amp;quot;Key Unbound&amp;quot; message will pop up for a directive with an unbound key in any single-player mission, not just a training mission. Note, that the default string (index 426) will still say &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with training.&amp;quot; Thus, it is advised to change the string at index 426 using the -lcl.tbm to &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with this mission.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD drop shadows enabled by default:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If this flag is active, certain elements displayed on the HUD (all text, the main targeting reticle, and the background of the ETS gauges) will have a &amp;quot;drop shadow&amp;quot; effect.  Note that whether or not the flag is active, the player can set this using the &amp;quot;Toggle HUD Drop Shadows&amp;quot; control.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify scanning behavior:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Unifies scanning behavior between subsystem, regular, and cargo allowing missions to use all scan types in all situations.&lt;br /&gt;
*Also allows changing the &amp;quot;Cargo:&amp;quot; text line in a mission by adding &amp;quot;$Cargo Title: STRING&amp;quot; after the &amp;quot;$Cargo 1:&amp;quot; or &amp;quot;$Cargo 2:&amp;quot; lines in the mission file. FRED UI support not yet added for $Cargo Title so you have to do it manually.&lt;br /&gt;
*When this flag is enabled, all ships, no matter the ship class, will react the same way to the cargo-related or scanning-related ship flags:&lt;br /&gt;
**They are not scannable by default&lt;br /&gt;
**Setting the &amp;quot;scannable&amp;quot; flag makes them scannable, and scanning the subsystem will reveal the cargo&lt;br /&gt;
**A new flag available with alter-ship-flag, &amp;quot;no-scanned-cargo&amp;quot;, changes the behavior to scanned/unscanned instead of revealing the cargo&lt;br /&gt;
**The &amp;quot;toggle-subsystem-scanning&amp;quot; flag must be set to swap full-ship scanning mode into subsystem scanning mode and works for all ship types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t show callsigns in the escort list:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
By default, callsigns are shown in the escort list using the same format as in the target box.  If this flag is active, callsigns will not be displayed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hide main Rearm/Repair items in Comms Gauge:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Prevents 5. Rearm/Repair Subsys and 6. Abort Rearm from being shown in the squad messaging menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Always show selected item in Comms Gauge:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
Ensures that the visual indicator for which is the active item in the squad messaging menu is always shown. Useful if you are using the select Comms menu item keys. By default this is not shown until the player presses the up or down key for the select Comms menu item keys.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
This group contains SEXP settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this allows all events in a chain to repeat, instead of only the last one.  It makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Chaining To Repeating Events:===&lt;br /&gt;
{{Table230|When set, this makes event chaining to repeated events work as designed - that is, the chained event will only be evaluated after the chain delay.  If the repeating event&#039;s interval is shorter than the chain delay, then the delay countdown will continually be restarted until all repetitions have completed.  Without this flag, FSO will emulate retail behavior which, due to a bug, allowed chained events to be evaluated immediately after a repeating event is first evaluated.&lt;br /&gt;
&lt;br /&gt;
NOTE: Although the name does not reflect it, the same issue affects repeating events that are evaluated by &amp;lt;tt&amp;gt;is-event-true-delay&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;is-event-false-delay&amp;lt;/tt&amp;gt;.  Without this flag, FSO will emulate retail behavior which causes these SEXP operators to ignore any delay when evaluating repeated events.  With this flag, the delay will be measured from when the final repeat iteration occurs.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Use host orientation for set-camera-facing:===&lt;br /&gt;
{{Table220|When set, this will take into account the host orientation for cutscene cameras.  This is a bugfix for [https://github.com/scp-fs2open/fs2open.github.com/issues/3889 GitHub issue #3889].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use model eyepoint for set-camera-host:===&lt;br /&gt;
{{Table250|The default behavior for set-camera-host is to position the camera at the origin coordinates (0,0,0) of the host.  This flag will make the camera use the model eyepoint instead.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use model eyepoint normals:===&lt;br /&gt;
{{Table250|If set, model eyepoints will respect the normal vector set for the eyepoint in the model file for the eyepoint.  If not set, model eyepoints will use the model&#039;s orientation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle uses pixels:===&lt;br /&gt;
{{Table222|When set, SEXPs which display subtitles will read their arguments as pixels, not percentages.  If &amp;lt;code&amp;gt;$Show-subtitle base resolution:&amp;lt;/code&amp;gt; is set, these pixels will be scaled up or down as needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle base resolution:===&lt;br /&gt;
{{Table222|When set, subtitles are assumed to display at the appropriate size in the specified resolution, and will be scaled up or down if the current screen resolution is different.  If this is not set, or is set to a resolution less than (640, 480), subtitles will not be scaled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD-set-coords base resolution:===&lt;br /&gt;
{{Table232|The hud-set-coords SEXP has always used exact pixels, without regard for the current screen resolution.  This setting enables a similar scaling mechanism as &#039;&#039;$Show-subtitle base resolution:&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always Show Directive Value Count:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If this setting is enabled, Directive-as-Value values in Directives will always show the number. By default this is disabled, and only values &amp;gt; 1 are shown. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
This group contains settings related to graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; (0-3)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (very high)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Briefing Window FOV:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375; some previous versions of FSO used a value of 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (0.0 to 1.0)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.29375&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Generic Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of the pain red flash when the player is hit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of a pain flash when the player&#039;s shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the intensity of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Color:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the RGB color value of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: Color, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(255, 255, 127)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$BMPMAN Slot Limit:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Determines the maximum number of textures that can be loaded simultaneously. This includes every frame of an animation, unless that animation is streaming (e.g. command briefing animations, message talking heads, etc). Also includes dynamically-created textures (used internally for various functions).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Int&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 3500&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;4750&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 10)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the EMP lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (255, 255, 10)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the damage lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the damage lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Requires Rendering Feature:===&lt;br /&gt;
{{Table210|Needs description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Render player muzzle flashes in cockpit:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether muzzle flashes will be shown within the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which glowpoints are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shield effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which thruster flares are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether beam weapons will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which beam effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 4.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a beam effect affects its visibility. This is multiplied by the radius of the beam and added to the above for the final value. This results in larger beams being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether lasers, missiles, countermeasures, etc will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Weapon visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which laser-type weapons are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.3}}&lt;br /&gt;
&lt;br /&gt;
====+$Trail visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which trails (weapon and ship contrails) are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Shockwave visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shockwave effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 2.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Particles affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether particle effects, including impact effects, will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which particle effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a particle effect affects its visibility. This is multiplied by the radius of the particle and added to the above for the final value. This results in larger particles being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fireballs affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether fireballs from ship explosions will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which fireballs are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a fireball affects its visibility. This is multiplied by the radius of the fireball and added to the above for the final value. This results in larger fireballs being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Quality Default:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the default level for shadow quality if the &#039;enable_shadows&#039; command line is used and &#039;shadow_quality&#039; is not used. By default, the FSO will set the shadow detail level to 2. Valid values are 0 (shadows disabled), 1 (Low, 512x512 shadow map), 2 (Medium, 1024x1024 shadow map), 3 (High, 2048x2048 shadow map), or 4 (Ultra, 4096x4096). Note, the command line &#039;shadow_quality&#039; will override any value set here.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the game scene uses. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Can now be an arbitrary non-zero number of floats. If not set to 4, you must table [[#$Shadow Smoothness Factor:]]&lt;br /&gt;
}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(200.0, 600.0, 2500.0, 8000.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances Cockpit:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the cockpit pass scene uses. Will only shadow the cockpit model, and does not interact with the external game scene shadow map. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Can now be an arbitrary non-zero number of floats. If not set to 4, you must table [[#$Shadow Smoothness Factor:]]&lt;br /&gt;
}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(0.25, 0.75, 1.5, 3.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table262|&lt;br /&gt;
===$Shadow Smoothness Factor:===&lt;br /&gt;
Sets the strength of the smoothing for each shadow cascade. Larger values mean smoother / softer shadows. Shadow smoothness also scales with cascade distance, so the same value for a larger cascade will be perceived to be smoother.&lt;br /&gt;
The number of smoothness factors &#039;&#039;must&#039;&#039; match the number of Shadow Cockpit Cascades + Shadow Cascades (each 4 by default).&lt;br /&gt;
The list should first contain the smoothness factors for the cockpit cascades in order, and then the smoothness factors for the main cascades in order&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(0.00333,  0.004,  0.005,  0.005, 0.00333,  0.004,  0.005,  0.005)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Techroom:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the techroom.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Cockpit:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on the player cockpit in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Weapons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on weapons in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Ships:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship Casts Shadow:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When cockpit shadows are enabled, enabling this setting will cause the players ship model shown with &amp;quot;show ship&amp;quot; to cast shadow onto the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Model And Cockpit Share Coordinate Space:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When having the &amp;quot;show ship&amp;quot; flag enabled and cockpit models for a ship, this flag should be on if the cockpits can fit into the actual geometry of the ship model. Disable this flag if this is not the case and the cockpit needs to be rendered on top of the ship regardless of actual coordinates. If this can be enabled, the external show ship model can be rendered using deferred rendering.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship enabled only if Cockpits enabled:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Enabling this setting will only use the &#039;show-ship&#039; flag if cockpits are enabled. Useful if your ship uses both &#039;show-ship&#039; and cockpits that exist within the &#039;show-ship&#039; space, and you want to allow players to toggle off cockpits. Note, &#039;show-ship&#039; always only appears if in first-person view. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Thrusters:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Beams:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that beams will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Muzzle Flashes:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that muzzle flashes will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Trails:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that trails will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Lasers:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that lasers will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Length:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest length that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Radius:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest radius that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Easing Value:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Smooths out the behavior of maneuvering thruster flares the higher above 0 it is.&lt;br /&gt;
*This is the exponential time constant for the visual flare length to reach it&#039;s true length.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Thruster Glow Depth Factor:===&lt;br /&gt;
{{Table262| &lt;br /&gt;
*This value is a multiplier of the Primary Thruster glow&#039;s computed size. By default Primary Thrusters showed through model geometry, but setting this value to &amp;lt;= 0 will fix the issue. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.325f}}&lt;br /&gt;
&lt;br /&gt;
===$Tertiary Thruster Glow Depth Factor:===&lt;br /&gt;
{{Table262| &lt;br /&gt;
*This value is a multiplier of the Tertiary Thruster glow&#039;s computed size. By default Tertiary Thrusters does not show through model geometry, but you could make it so by setting this value to &amp;gt; 0. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.325f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SCPUI attempts to load hires animations:===&lt;br /&gt;
{{Table230| &lt;br /&gt;
*Prevents SCPUI from trying to load anims prefixed with &amp;quot;2_&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: true}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table230| &lt;br /&gt;
===$Max draw distance:===&lt;br /&gt;
===$Min draw distance:===&lt;br /&gt;
*These values do more than just cutoff the visuals at certain distances, and they must be adjusted carefully to ensure unintentional rendering artifacts are not introduced.&lt;br /&gt;
*The rendering engine has limited amount of &#039;depth resolution&#039;, the degree to which it can tell a certain polygon is closer or farther away than another. When two polygons are too close, they will Z-fight, picking arbitrarily which is closer. It is the span between the min and max draw distance that determines how well the engine can determine depth, if they are too far from one another, the Z-fighting will become more common as it has to spread its resolution over a wider range. If they are close, Z-fighting will be lessened at the cost of a smaller range of distance able to be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*Default Values: 10,000,000,000 and 1, respectively&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table232| &lt;br /&gt;
===$Randomize particle rotation:===&lt;br /&gt;
*Particle bitmaps are typically screen-aligned; the upper portion of the bitmap will always be mapped to the upper portion of the particle, from the point of view of the camera. Enabling this option makes &#039;&#039;all&#039;&#039; particles have a random &#039;tilt&#039; in an arbitrary direction when created.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable shield effects:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies if FSO attempts to use the shield mesh impact effects. Enabling this flag will prevent the game from preforming any shield mesh effect code, which can be useful if a mod does not use those shield mesh effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable all non-custom generic debris:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Provides one simple control to turn off all non-custom generic debris (the tiny debris shards that are typically spawned when a ship/subsystem explodes). Note, generic debris that is manually specified in the ships table will still be spawned, this is only for turning off non-custom debris. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
===$Render insignias as decals:===&lt;br /&gt;
{{Table260| &lt;br /&gt;
*If set, insignias will be rendered using the decal system. This will make insignias render with correct and deferred lighting, and fix issues with apparent fading&lt;br /&gt;
*Models must be set up correctly for this to work! A model can have multiple insignias, with multiple polygon faces each. To enable this option, each visible insignia must have its own insignia entry in the model. If multiple visible insignias are incorrectly consolidated into one insignia entry with disjointed polygons, this will cause graphical artifacts.&lt;br /&gt;
*For reference, check out the retail FS2 models, which are set up correctly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
==#NETWORK SETTINGS==&lt;br /&gt;
This group contains network-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2NetD port:===&lt;br /&gt;
*(description required)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default object update level for multiplayer:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the distances default object update rate  for multiplayer matches. By default, the FSO will set the object update level to 2. Valid values are 0 (Low), 1 (Medium), 2 (High), 3 (LAN). FSO caps the bandwidth it uses based on these settings, but they were designed for connections from 1999. LAN has the least restrictive limits and does not require an actual LAN connection. Also, if a player&#039;s connection is within the dial-up speed range then game auto force the use of the lowest level during a match.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SOUND SETTINGS==&lt;br /&gt;
This group contains sound-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Sound Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default sound fx volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Music Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default music volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.5&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Voice Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default voice volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use weapon class impact sounds for hits to player:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows weapons that hit the player to play their specific impact sounds, not the hard-coded default sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Play thruster sounds for the player:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If the player&#039;s ship has thruster sounds defined, this will ensure they are played like normal, since they are typically suppressed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify minimum engine sound:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Allows $Minimum Engine Volume in ships.tbl to work for all ship classes. By default, that value only triggers for non-huge ships. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Disabled or disrupted engines are silent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
If set, engines will not play their engine noise if the ship is disabled or a disrupted (such as disruptions caused by an active EMP effect or a weapon with the &amp;quot;electronics&amp;quot; flag).  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#FRED SETTINGS==&lt;br /&gt;
This group contains settings for FRED. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable Hard Coded Message Head Ani Files:===&lt;br /&gt;
{{table371|&lt;br /&gt;
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Add Message Head Ani Files:===&lt;br /&gt;
{{table224|&lt;br /&gt;
FRED will append each +Head entry listed below to the head ani selection list in the Event Editor.}}&lt;br /&gt;
&lt;br /&gt;
====+Head:====&lt;br /&gt;
{{table224|&lt;br /&gt;
The head ani filename to add. Extensions will be stripped if included.&lt;br /&gt;
NOTE: Pay attention to file names or anis with a,b, c variation not display in-game (unless called directly). Proper name seems to be Head-xxxNa, Head-xxxNb, with N being some number and XXX being whatever you want. Needs further testing and confirmation &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Head: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable scripting in FRED:===&lt;br /&gt;
{{table382|&lt;br /&gt;
If set, scripting will be enabled in FRED. Use with extreme caution. The effects of scripts on FRED have not been fully tested. You can check if a script is running in FRED by using ba.inMissionEditor().&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED Briefing window resolution:===&lt;br /&gt;
{{table224|&lt;br /&gt;
The width and height of the briefing window in FRED. Defaults to 888x371. Note that changing this only affects FRED and can cause a mismatch to the ingame briefing view which defaults to 888x371 (or 555x232 for 640 base res).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;integer, integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;888,371&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ignore Music Files In Music Player:===&lt;br /&gt;
{{table232|Music files in this section will not be added to FRED&#039;s built-in music player.}}&lt;br /&gt;
====+File:====&lt;br /&gt;
{{table232|Specifies a file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;string&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED spacemouse nonlinearities:===&lt;br /&gt;
{{table232|&lt;br /&gt;
Allows setting custom nonlinearities and scaling for controlling FRED with a spacemouse.&lt;br /&gt;
}}&lt;br /&gt;
====+Sideways exponent:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The exponent for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Sideways scale:====&lt;br /&gt;
{{table232|The multiplier for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch exponent:====&lt;br /&gt;
{{table232|The exponent for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch scale:====&lt;br /&gt;
{{table232|The multiplier for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank exponent:====&lt;br /&gt;
{{table232|The exponent for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank scale:====&lt;br /&gt;
{{table232|The multiplier for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading exponent:====&lt;br /&gt;
{{table232|The exponent for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading scale:====&lt;br /&gt;
{{table232|The multiplier for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Skybox internal depth consistency:===&lt;br /&gt;
{{table250|If enabled, this will allow skyboxes that use submodels to render the submodels with proper Z-sorting if the &#039;No Z-Buffer&#039; check box is set to on in FRED. In other words, parts of the skybox closer to the origin point will render in front of sections further away, as might be expected. This flag is enabled by default for FSO version 25.0 onwards&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;YES&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
This group contains miscellaneous settings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret&#039;s barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Missile Detonation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*When this flag is set, missiles which reach the center of a submodel will not detonate immediately; they will delay detonation until they have traveled another radius of the submodel.  This fixes missile impacts to submodels whose center lies outside the geometry of the submodel.  In other words, without this flag, a missile might detonate in the middle of the &amp;quot;bowl&amp;quot; of a concave submodel; with this flag, the missile will travel to the other side of the submodel before it detonates.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the 3d ship select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ships in ship/weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapon select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the 3d weapon select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapons in weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2 effect grid color:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the grid color for the FS2 loadout animation effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer, Integer, Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0, 200, 0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2 effect scanline color:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the scan-line color for the FS2 loadout animation effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer, Integer, Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0, 255, 0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2 effect grid density:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the number of grid lines in the FS2 loadout animation effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2 effect wireframe color:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the wireframe color for the FS2 loadout animation effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer, Integer, Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;80, 49, 160&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d overhead ship:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship overhead view instead of a bitmap in weapon select&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default overhead ship style:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*This specifies which style of overhead view to use if 3d overhead view is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;ROTATE&amp;quot; or &amp;quot;TOPVIEW&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Overhead Line Color 1:&#039;&#039;&#039;&lt;br /&gt;
** The RGB color for ship secondary bank 1.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 192, 192)&lt;br /&gt;
*&#039;&#039;&#039;+Overhead Line Color 2:&#039;&#039;&#039;&lt;br /&gt;
** The RGB color for ship secondary bank 1.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (192, 128, 64)&lt;br /&gt;
*&#039;&#039;&#039;+Overhead Line Color 3:&#039;&#039;&#039;&lt;br /&gt;
** The RGB color for ship secondary bank 1.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (175, 175, 175)&lt;br /&gt;
*&#039;&#039;&#039;+Overhead Line Color 4:&#039;&#039;&#039;&lt;br /&gt;
** The RGB color for ship secondary bank 1.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (100, 100, 100)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always refresh selected weapon when viewing loadout:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*When set to true, this always refreshes the weapon shown in view box on the right side of the screen when opening the weapon loadout view. This ensures the viewed weapon is one that can actually be on the selected ship when first clicking on the weapon loadout screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents&#039; collision group setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flight controls follow eyepoint orientation:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that if the player ship&#039;s eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams Use Damage Factors:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default fiction viewer UI:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies which fiction viewer layout to use in missions that don&#039;t specify one. Possible values are as follows:&lt;br /&gt;
**&amp;quot;FS2&amp;quot;: Standard layout. Requires (2_)fictionviewer and (2_)fictionviewer-m to be present in data\interface.&lt;br /&gt;
**&amp;quot;WCS&amp;quot;: Moves the &amp;quot;Accept&amp;quot; button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.&lt;br /&gt;
**&amp;quot;auto&amp;quot;: Selects &amp;quot;WCS&amp;quot; if the appropriate files are present; otherwise, selects &amp;quot;FS2&amp;quot;. This is the default setting.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Movie subtitle font:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Specifies which font should be used for displaying subtitles in the cutscene player. This should be the name given to this font in the fonts table. Since movie subtitles can contain Unicode text it is a good idea to enable Unicode mode when movie subtitles are used but this is not enforced by this option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Movie subtitle color:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Specifies which color should be used for displaying subtitles in the cutscene player.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer, Integer, Integer, Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;255, 255, 255, 255&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable built-in translations:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Turns off hard-coded translations, e.g. Transport -&amp;gt; Transporter in German.  All strings will either use their XSTR entry or else not be translated.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon shockwave damage respects huge ship flags:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Controls whether weapon shockwaves will respect the huge/supercap ship flags.  In retail they do not.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable external default scripts:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Enables the loading of external scripts with the same name as a built-in script. Otherwise, uses the version of the script included in the executable (currently, just cfile_require.lua).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines the speed the player must reach to warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;40.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target warpout match percent:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines how close to the warpout speed the player needs to be to actually warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.05&#039;&#039;&#039;&#039;&#039; (5%)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum player warpout time:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*The [[Ships.tbl#.24Warpout_Engage_Time:|default amount of time]], in seconds, warping out will take before actually starting to check whether the player is the right speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable in-game options:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Mode whereby various settings can be modified by FSO while it&#039;s still running, rather than being set by the launcher before execution. By default is now ON, and can be accessed by going to the Options menu and pressing F3. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;YES&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Shockwave Default Multiplier:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Amount of damage, as a multiple of normal shockwave damage, assigned to a weapon&#039;s [[Weapons.tbl#.24Dinky shockwave:|dinky shockwave]] by default. To get the same behavior FSO had from 2005-2019, set this to 0.25.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Always Damage Bombs:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Enables all bombs being damaged by shockwaves. Previously only those marked with flags could be damaged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Damage All Object Types Once:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Keeps any object from being damaged more than once by a shockwave.  The default behavior is for asteroids and flagged missiles to be damaged every frame by the shockwave.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Inherit Parent Weapon Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When enabled, the shockwaves of weapons that have a defined damage type automatically inherit that damage type, rather than dealing &amp;quot;typeless&amp;quot; damage. As this behavior is more intuitive than when this flag is disabled, mods targeting 22.4 or newer versions of FSO will have it enabled by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039; for mods targeting 22.4 or newer versions of FSO, otherwise &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When combined with &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot;, this string is added to the inherited damage type to define the shockwave&#039;s damage type. For example, if a weapon has the damage type &amp;quot;heavy&amp;quot; and the provided suffix is &amp;quot;-shock&amp;quot;, then that weapon&#039;s shockwave&#039;s damage type would default to &amp;quot;heavy-shock&amp;quot;.&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Dinky Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Inherited Shockwave Damage Type Added Suffix:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If a weapon&#039;s shockwave doesn&#039;t have a damage type set, it will have this damage type instead (when &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot; is enabled, this will only be used if the weapon itself also doesn&#039;t have a damage type set).&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Dinky Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Default Shockwave Damage Type:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Engine Wash Intensity:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Allows the game to use the [[ships.tbl#.24Intensity::|Intensity]] value when calculating Engine Wash effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Apply HUD shudder to chase view:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Applies hud shudder (afterburner and engine wash) also to chase view. Does not override the command line toggle. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Swarmers Lead Targets:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes swarm missiles to lead their targets by default, and will make use of [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] if specified, like normal aspect seekers. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Threshold for Weapons Subsystems to Trigger Turret Inaccuracy:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the damage threshold for when turrets become less accurate due to weapon subsystem damage. In other words, how damaged do a ship&#039;s aggregated weapons systems have to be before the turrets become inaccurate? Value must be between 0.0-1.0 (includes 0.0 and 1.0).   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI use framerate independent turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Without this flag, missiles turn rate is directly dependent on the current framerate. When enabled their turn rate will be consistent, with the &amp;quot;true&amp;quot; turning taken to be observed turning at 60fps. This flag also affects ships, but the instability is only apparent at extremely low framerates, and so the change will not be apparent. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+AI respect tabled turn time and rotdamp:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Due to complicated physics issues caused by retail not using the above method, tabled turn times on ships and missiles are not representative of actual observed turn times. The above flag makes it consistent, but this flag will make it accurate to what is actually listed in the table. &lt;br /&gt;
*Additionally, rotdamp is now used properly by the AI in a similar manner to players. More rotdamp will result in slower rotational acceleration, and less results in faster acceleration.&lt;br /&gt;
*NOTE: BEWARE OF ADDING THIS FLAG TO AN EXISTING MODPACK. NEARLY EVERY SINGLE TURN TIME WILL NEED TO BE CHANGED.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player starts in third person/chase view by default:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*When this flag is set, a player will start the mission in the chase view, not in the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Custom briefing icons always override standard icons:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Custom ship briefing icons will always be shown when the briefing icon is a ship, but not when it is a non-ship icon such as a planet.  Set this flag to use custom briefing icons in all cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lead indicator behavior:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Changes how Lead Indicators behave when multiple weapon banks are linked and in range.&lt;br /&gt;
When set to default, if you have linked weapons, only the indicator for the one with the farthest range will be drawn.&lt;br /&gt;
When set to multiple, a lead indicator is drawn for all primary weapons in range when you have them linked.&lt;br /&gt;
When set to average, a single lead indicator is drawn in the average of the position where each of them would usually be drawn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** Valid options are &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;multiple&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;average&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use distant firepoint for all turrets:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the game to use firepoint-based target leading calculations for all turrets. This is useful if all or most turrets in a given mod has firepoints that are distant from their center-point.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable Discord rich presence:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Enables or disables the built-in Discord game-status reporting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always hide hidden ships in hotkey list:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to always hide ships with HIDDEN hotkey (set in FRED), even in the in-mission hotkey menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Allow automatically assigning personas:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not the game will automatically assign personas to ships that have no persona set.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures use capacity:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not Countermeasures use tabled capacity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Calculate subsystem hitpoints after parsing:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Causes subsystem hitpoints to be calculated after all ships.tbl and -shp.tbm files have been parsed.  This allows subsystem percentages to correctly reflect the final hull value rather than the first hull value encountered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Contrails use absolute speed:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
*Causes contrails to be created based on speed in any direction, rather than just forward speed.  This allows contrails to appear when a ship is moving in a direction other than forwards.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fix scripted velocity:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*If this setting is enabled, object velocity set via script will wholly determine the change in position for that frame, ignoring &#039;&#039;all&#039;&#039; other in-engine concerns. Otherwise, the game engine will likely overwrite/ignore any changes, depending on when the changes were made in the frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Preload briefing icon models:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this forces preloading of models used for briefing icons. This only loads models used for icons that haven&#039;t already been loaded for the mission. This is useful for SCPUI&#039;s where hovering over an icon shows the model without having to click on it and the stutter when it loads models not used in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Behavior for pressing Escape key in options menu:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set to &#039;save&#039;, the escape key for the HUD and Options screen saves options when leaving those screens (ie it does the same thing as pressing Ctrl-Enter/Accept). By default (or if set to &#039;default&#039;) the Escape key will not save any changed values when exiting those screens. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use closest distance method for &#039;Target Hostile Bomb or Bomber&#039; control:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set to true, the &#039;Target Hostile Bomb or Bomber&#039; control will target the closest hostile bomb or bomber, similar to how the &#039;Target Closest Hostile&#039; key works. By default, the &#039;Target Hostile Bomb or Bomber&#039; control will not sort by distance and simply only target in order of oldest to youngest objects (ie which object spawned first in the mission). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;false&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Objects targeted with &#039;Target Hostile Bomb or Bomber&#039; control:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Determines what can be targeted when using the &#039;Target Hostile Bomb or Bomber&#039; control. By default this control targets both bombs and bombers, which is the behavior if this field is set to &#039;default&#039; or &#039;bombs and bombers&#039;. If set to &#039;only bombs&#039;, the key will only target bombs and not target bombers. If set to &#039;only bombers&#039;, the key will only target bombers and not target bombs. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fix asteroid/debris field bounding box checks:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes a bug where asteroid and debris fields did not properly check for whether large ships were within bounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable intro cutscene:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this disables loading of any cutscenes as the game starts that might play before the player reaches the pilot select screen. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show locked status for scramble missions:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, scramble mission will show a text line right below the words &#039;Weapons Loadout&#039; that states &amp;quot;Ships/Weapons Locked&amp;quot; (XSTR 749), thus the player can easily see their loadouts are locked and they do not have to check the loaoout buttons on every mission. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable expensive turret target check:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this value speeds up turret target checking. By default, turret target acquisition was spending a lot of time doing a raycast, the result of which was barely used at all. If we don&#039;t need the target normal, all it does is get a target point slightly more accurate, but in practice it really isn&#039;t noticeable at all whether the target point of the turret is actually on the surface of the ship, or maybe on the other side of the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Threshold below which shield skips damage:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO logic dictates that shields collisions and any related sound or visuals related to shields are skipped if the shields are under 10%. This value allows modders to customize the value, though the value must be between 0.0 and 1.0. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum ship radius for persistent debris::===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Ships with a radius larger than this value will have infinite debris lifetimes.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;50&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Zero-radius explosions skip fireballs:===&lt;br /&gt;
{{Table260|&lt;br /&gt;
*If set, explosions with a visual radius of 0 will not have fireballs created, and will not have the fireball lifetime added to the explosion lifetime.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Link special-point subsystems to -destroyed submodels:===&lt;br /&gt;
{{Table260|&lt;br /&gt;
*If set, a special-point subsystem will be linked to its corresponding -destroyed submodel (if one exists).  The -destroyed submodel will be shown when the subsystem is destroyed, and hidden again if the subsystem is repaired.  By default, only submodel subsystems are linked to their corresponding -destroyed submodels.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fix collision moment of inertia:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes a bug in collision physics where an object&#039;s moment of inertia was applied as though the object were facing the inverse of its actual orientation (that is, an orientation that would rotate it back to the identity orientation).  Without this flag, a ship that is not aligned with the coordinate axes may rotate around the wrong axis, or by the wrong amount, when something collides with it.  This applies to collisions among ships, asteroids, and debris.  It does not apply to weapon impacts, which were never affected by the bug.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #Ignored Campaign File Names&lt;br /&gt;
    $Campaign File Name: FreeSpace2.fc2&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Fix Turret Collisions: True&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=67631</id>
		<title>Fate of the Galaxy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=67631"/>
		<updated>2026-09-05T11:44:38Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: /* Newsletter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{fotg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fate of the Galaxy&#039;&#039;&#039; (FotG) is a free total conversion set in the &#039;&#039;[https://en.wikipedia.org/wiki/Star_Wars Star Wars]&#039;&#039; Original Trilogy.  Developed using the open-source FreeSpace 2 Open (FSO) game engine, the project will be released as a standalone (the game FreeSpace 2 is not required).  An active [https://fate-of-the-galaxy.github.io/ website], [https://www.hard-light.net/forums/index.php?board=143.0 forum] and [https://discord.gg/k7ZMdmt Discord Channel] are also maintained. As a disclaimer, Fate of the Galaxy is a total conversion for FreeSpace Open developed by a team of fan volunteers, it is not associated with Lucasfilm Ltd or Disney and is not an official Star Wars product&lt;br /&gt;
&lt;br /&gt;
==Developers==&lt;br /&gt;
*&#039;&#039;&#039;chief1983:&#039;&#039;&#039; Project Lead&lt;br /&gt;
*&#039;&#039;&#039;Brand-X:&#039;&#039;&#039; Senior Artist and Content Moderator&lt;br /&gt;
*&#039;&#039;&#039;TopAce:&#039;&#039;&#039; Mission Design&lt;br /&gt;
*&#039;&#039;&#039;swashmebuckle:&#039;&#039;&#039; Music Composer, Writer&lt;br /&gt;
*&#039;&#039;&#039;zookeeper:&#039;&#039;&#039; Model Conversion, Artist, Scripting&lt;br /&gt;
*&#039;&#039;&#039;CountBuggula:&#039;&#039;&#039; Webmaster, Communications&lt;br /&gt;
*&#039;&#039;&#039;niffiwan:&#039;&#039;&#039; Coder&lt;br /&gt;
*&#039;&#039;&#039;wookieejedi:&#039;&#039;&#039; Mission Design, Scripting, Beta Management&lt;br /&gt;
*&#039;&#039;&#039;Limbert:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
*&#039;&#039;&#039;bobbtmann:&#039;&#039;&#039; Senior Contributor&lt;br /&gt;
*&#039;&#039;&#039;Dark Visor:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Full list of contributors is present in Credits screen of the game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In &#039;&#039;Fate of the Galaxy&#039;&#039; the player takes the role of a starfighter pilot through a series of missions and campaigns.  The game is primarily played through the perspective of single-manned craft. There are no plans currently for player-control of capital ships, though certain player craft do allow for AI gunners.  Current missions are set in space, including in asteroid fields, nebulas, and above planets.  A multiplayer mode is also available to play and works well at low pings (~&amp;lt;100 ms).  Standalone instances of the game are maintained, which allows players to easily join a server and play with friends. &lt;br /&gt;
&lt;br /&gt;
The player will choose to play as a pilot for the Rebel Alliance, the Galactic Empire, or as an independent neutral adventurer/privateer.   All factions have their own unique ships to control.&lt;br /&gt;
&lt;br /&gt;
===Authenticity===&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; strives to recreate combat as close to as seen in the Original Trilogy of &#039;&#039;Star Wars&#039;&#039;, during scenes such as the [https://starwars.fandom.com/wiki/Battle_of_Endor/Legends Battle of Endor] and the [https://starwars.fandom.com/wiki/Battle_of_Yavin Battle of Yavin].  To achieve this, the members of the development team have extensively analyzed individual movements and moments within these scenes to determine a baseline for such game concepts as damage, speed, and maneuverability.  Each fighter will stay as close as possible to its canonical statistics stated in various sources, but the final authority is the Original Trilogy movies themselves.   Thus, many attributes may be contrary to other published materials due to their divergence from the Original Trilogy.  In addition, visuals have been tuned to match the aesthetic of the Original Trilogy movies. &lt;br /&gt;
&lt;br /&gt;
Given this focus on movie authenticity, the gameplay differs from that present in the default FreeSpace 2 universe.  Ships will be much faster and combat quicker paced, with a larger focus on avoiding damage rather than absorbing it.  Several coding features have been completed to create a new, unique style of combat.&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
The game includes multiple ships unique to each faction, with some designs being shared when appropriate.  Each faction&#039;s fighters and capital ships have unique strengths, which presents different gameplay styles for each side.&lt;br /&gt;
&lt;br /&gt;
===Alliance to Restore the Republic/New Republic===&lt;br /&gt;
[[Image:NuX.png|thumb|The X-wing Starfighter, main fighter of the Rebel Alliance]]&lt;br /&gt;
The Alliance to Restore the Republic and New Republic maintain a focus on versatile and durable starfighters and small, fast capital ships.  Most of the Rebel fighters are equipped with secondary missile weapons such as concussion missiles or proton torpedoes.  Rebel players will, in most cases, be unable to outmaneuver their Imperial counterparts and will rely on their superior durability and weapon complement, as well as teamwork to engage the enemy.  Rebel capital ships are smaller than their Imperial counterparts, with each having diverse strengths due to their construction by various manufacturers.  Rebel Mon Calamari Cruisers are noted for their incredible shield regeneration rates, while Corellian Corvettes are known for their speed.&lt;br /&gt;
&lt;br /&gt;
The following Rebel/New Republic craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/X-wing_starfighter T-65 X-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL_Y-wing_starfighter BTL-A4 Y-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL-A4_LP_%22Longprobe%22 BTL-LP Longprobe Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/RZ-1_A-wing_interceptor RZ-1 A-wing Interceptor]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/A/SF-01_B-wing_starfighter A/SF-01 B-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/E-wing_escort_starfighter E-wing Escort Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/UT-60D_U-wing_starfighter/support_craft UT-60D U-wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Millennium_Falcon Millennium Falcon]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GR-75_medium_transport GR-75 Medium Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CR90_corvette Corellian CR90 Corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/EF76_Nebulon-B_escort_frigate EF76 Nebulon-B Escort Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC30C_frigate MC30 Heavy Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC40a_light_cruiser MC40 Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Liberty_type_Star_Cruiser &#039;&#039;Liberty&#039;&#039;-class Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Home_One_type_Star_Cruiser &#039;&#039;Home One&#039;&#039;-class Star Cruiser]&lt;br /&gt;
&lt;br /&gt;
===Galactic Empire===&lt;br /&gt;
[[Image:NuRTIE03.jpg|thumb|The TIE/ln Starfighter, main fighter of the Galactic Empire]]&lt;br /&gt;
The Galactic Empire&#039;s main strategy for fighters revolves around the concept of numerical advantage.   Imperial TIEs usually lack shields and durability, but have very potent weaponry and great maneuverability to counter this weakness.  Most Imperial fighters also forego any sort of missile secondary weapons and focus entirely on their lasers for offensive armament.  Imperial capital ships are much larger than those of the Rebels, and focus on heavy offensive weaponry and great hull durability.&lt;br /&gt;
&lt;br /&gt;
The following Imperial craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/LN_starfighter T.I.E. Starfighter &amp;amp; TIE/ln Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Reconnaissance_Fighter TIE/rc Recon Fighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/IN_interceptor TIE/In Interceptor Mark I and Mark II]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sa_bomber TIE/sa Bomber]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Advanced_x1 TIE Advanced x1]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/V38_assault_fighter V38 Assault Fighter]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sh_shuttle TIE/sh Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-class_Xg-1_Star_Wing Xg-1 Star Wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Delta-class_DX-9_stormtrooper_transport DX-9 Stormtrooper Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Lambda-class_T-4a_shuttle Lambda-class T-4a Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Zeta-class_Heavy_Cargo_Shuttle Zeta-class Heavy Cargo Shuttle]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/All_Terrain_Armored_Transport &#039;&#039;All Terrain Armored Transport&#039;&#039;]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Gozanti-class_cruiser &#039;&#039;Gozanti&#039;&#039;-class Cruiser]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Raider-class_corvette &#039;&#039;Raider&#039;&#039;-class Corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Carrack-class_light_cruiser &#039;&#039;Carrack&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Arquitens-class_light_cruiser &#039;&#039;Arquitens&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Strike-class_medium_cruiser &#039;&#039;Strike&#039;&#039;-class Medium Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Vindicator-class_heavy_cruiser &#039;&#039;Vindicator&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Interdictor_vessel &#039;&#039;Interdictor&#039;&#039;-class Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Imperial_II-class_Star_Destroyer &#039;&#039;Imperator II&#039;&#039;-class Star Destroyer]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Golan_space_defense_platform Golan M-series Dockyard Platforms]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Shield_Gate Golan M-3185 Shield Gate Station]&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
There are multiple factions in the Star Wars galaxy which use many craft that are not produced for the Galactic Empire or the Rebel Alliance.  These craft vary in characteristics and are used throughout the galaxy in various roles. &lt;br /&gt;
&lt;br /&gt;
The following Neutral craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Z-95_Headhunter Z-95 Headhunter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CloakShape_fighter/Legends Cloakshape Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/N-1_starfighter N-1 Naboo Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-3_Nimbus-class_V-wing_starfighter Alpha-3 Nimbus-class V-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Aggressive_ReConnaissance-170_starfighter/Legends ARC-170 Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Vulture-class_starfighter Vulture-class_starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Ugly/Legends Various Uglies]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Firespray-31-class_patrol_and_attack_craft Firespray-31-class Gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Slave_I Slave I]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/YT-1300_light_freighter YT-1300 Light Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BFF-1_bulk_freighter BFF-1 Bulk Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Tug DV-3 Cargo Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Action_VI_transport Action VI Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Transport Rayter-class Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CSS-1_Corellian_Star_Shuttle Star Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/StarSpeeder_1000 Star Speeder]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GAT-12_Skipray_Blastboat GAT-10 Skipray Blastboat]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Consular-class_cruiser_(Charger_c70_retrofit) Corellian Charger C70 Retrofit]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Braha&#039;tok-class_gunship Braha&#039;tok-class gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Marauder-class_corvette Marauder-class corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Dreadnaught-class_heavy_cruiser &#039;&#039;Dreadnaught&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Venator-class_Star_Destroyer &#039;&#039;Venator&#039;&#039;-class Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/XQ_Platform_series XQ1 and XQ2 Stations]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Asteroid_base Asteroid Base Station]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Repair_droid Dockyard Repair Droids]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Satellite/Legends Sensor and Defense Satellites]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Space_mine Space Mines]&lt;br /&gt;
&lt;br /&gt;
==Missions and Campaigns==&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; comes with a high level of single-player content.  These include multiple campaigns, standalone missions, and the ability to create missions using the FSO mission editor FRED2.  Multiplayer servers are also maintained and available to play on with friends. &lt;br /&gt;
&lt;br /&gt;
The first three campaigns narrate three interconnected stories set at the beginning of the Galactic Civil War.  Each of these three campaigns consists of about 5 missions, thus designers put high emphasis on quality mission design and high replayability.  The player&#039;s performance throughout the campaign will affect how later missions play out.  For example, the Alliance campaign will pit a ragtag Rebel task force against a dreaded &#039;&#039;Imperial&#039;&#039;-class Star Destroyer in the early stages of the Rebellion, and the player&#039;s performance throughout the campaign has a major impact on this encounter&#039;s difficulty.  The best possible outcome is hard to achieve, thus a number of playthroughs will be required.&lt;br /&gt;
&lt;br /&gt;
Players receive different types of training in different campaigns.  The Alliance mini-campaign starts with a basic training mission that teaches the basics to new players along with gameplay features that are unique to &#039;&#039;Fate of the Galaxy&#039;&#039;&#039;.  The Imperial mini-campaign starts with an advanced training.&lt;br /&gt;
&lt;br /&gt;
Standalone missions are also included in the first release.  Many of them are serious, story-driven missions, but there will also be arcade-like &amp;quot;challenge&amp;quot; missions in which the player must accomplish a wide variety of objectives, such as surviving two minutes within a &#039;&#039;Strike&#039;&#039;-class cruiser&#039;s firing range.  There will also be a Practice Zone mission, where the player can test flying any of the small craft and actively spawn in any craft in the mission as a hostile or friendly to practice combat.&lt;br /&gt;
&lt;br /&gt;
Three additional campaigns are being worked on and will be available when the game is released to the public, but specific details remain under embargo until public launch.  This large component is code-named Project Alderaan.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
[[Image:Ewingmaps.jpg|thumb|The progression of model work shown on an E-wing Starfighter, from Model (Right) to Normal Maps (Center) and Diffuse Texture (Left).   Note that this model will not be used.]]&lt;br /&gt;
Fate of the Galaxy picks up after a number of previous attempts to create a &#039;&#039;Star Wars&#039;&#039; mod for FreeSpace.  For several years the &amp;quot;Star Wars Conversion Project&amp;quot; was worked on by various teams and developers, but without any releases.  &lt;br /&gt;
&lt;br /&gt;
In early 2007, chief1983 took over as project leader, and began to assemble a new team of developers.   Choosing the name &#039;&#039;Fate of the Galaxy&#039;&#039;, the initial team consisted of chief1983, Brand-X as a modeler and Turambar as a texturer.  The initial plan put forward was to use the models and textures that had been completed by previous teams.  Soon after the reformation of the mod team, however, it was decided that all new art assets were needed to compete with the high graphical standards of the newer models, and all previously completed ships were discarded.&lt;br /&gt;
&lt;br /&gt;
Work continued on ship models and textures through the next year and a half, as new staff members were added to the development team.   In May of 2008, work began on implementing the new ship models into the game and work began on redesigning the feel and pace of the FreeSpace 2 Open engine.   Work still continued on the models needed for a campaign and demo release.  &lt;br /&gt;
&lt;br /&gt;
In early January of 2009, Brand-X experienced a hard drive failure which destroyed all previous models of his, setting the team&#039;s art department back significantly.   Since then, work has progressed on recreating these models to even higher quality standards.&lt;br /&gt;
&lt;br /&gt;
On June 4th, 2009, the first in-game screenshot of the X-wing starfighter was made public at the [http://www.moddb.com/games/fate-of-the-galaxy/images/x-wing-in-game-shots2#imagebox ModDB site] and at the official FotG [https://www.hard-light.net/forums/index.php?board=143.0 forums].  The first three campaigns, which are set at the beginning of the Galactic Civil War, were eventually completed, and worked then moved to standalone missions and three additional campaigns code-named Project Alderaan. &lt;br /&gt;
&lt;br /&gt;
In December of 2018 the team began the first phases of private beta testing. In June of 2022, the private beta tests were stated as nearly concluded.&lt;br /&gt;
&lt;br /&gt;
In May of 2019 the [https://www.youtube.com/watch?v=ler20EdjAfs&amp;amp;list=LLW8-wdcPLv0eT913KIi9_mw&amp;amp;index=2&amp;amp;t=0s teaser trailer] was posted.&lt;br /&gt;
&lt;br /&gt;
Throughout 2020-2022 developmental showcases have consisted of forum updates and gameplay streams on Discord.&lt;br /&gt;
&lt;br /&gt;
In June of 2022, multiplayer was confirmed to be working well, and standalone servers were created. &lt;br /&gt;
&lt;br /&gt;
From 2023-2024, the game underwent extensive balance and optimization testing in preparation for the public release. &lt;br /&gt;
&lt;br /&gt;
For the duration of 2025, additional polishing passes were conducted and continue to be refined. &lt;br /&gt;
&lt;br /&gt;
===Newsletter===&lt;br /&gt;
Newsletters are posted on a quarterly basis on the [https://www.hard-light.net/forums/index.php?board=143.0 Fate of the Galaxy Forums].  Also, the majority of the unofficial development chatter occurs on the Fate of the Galaxy Discord channel [https://discord.gg/k7ZMdmt].&lt;br /&gt;
&lt;br /&gt;
The most recent [https://www.hard-light.net/forums/index.php?topic=100129.0 newsletter] was released in August 2026. This update highlights new effect additions, many other enhancements, and numerous fixes and minor updates.&lt;br /&gt;
&lt;br /&gt;
For reference, the [http://www.hard-light.net/forums/index.php/topic,54217.0.html first newsletter] was posted on June 1st, 2008.&lt;br /&gt;
&lt;br /&gt;
===First Release===&lt;br /&gt;
The first open beta of &#039;&#039;Fate of the Galaxy&#039;&#039; was originally planned to be released sometime late-2008 or early 2009.   However, with the art setback, the release has been pushed back.  Subsequent additions and developments then lead the team to decide to release the game as a more polished 1.0 version.  A date has not been decided yet, but the first three campaigns are done and relatively independent compared to the larger subsequent 3 campaigns.&lt;br /&gt;
&lt;br /&gt;
Recent years have shown considerable progress on the project, including a release of a private beta and addition of multiple ships and integrating new features that were recently added to the FSO engine (such as deferred and shadow lighting for cockpits, optimizations, and advanced scripting controls). &lt;br /&gt;
&lt;br /&gt;
In the most recent communications on Discord, co-community manager wookieejedi posted: &amp;quot;&#039;&#039;We are primarily waiting on FSO 26.0.1 Stable, and guarantee FotG will be released before GTA6&#039;&#039;&amp;quot; (September 2th, 2026).&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===Ship Lab shots===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Bwing.jpg&lt;br /&gt;
Image:Falcon2.jpg&lt;br /&gt;
Image:Xwing.jpg&lt;br /&gt;
Image:Ywing2.jpg&lt;br /&gt;
Image:Z95.jpg |&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Renders===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:FalconWallpaper.png&lt;br /&gt;
Image:TBrender.png&lt;br /&gt;
Image:TransportFinal.jpg&lt;br /&gt;
Image:Wallpaper.1-1280.png&lt;br /&gt;
Image:Wallpaper.2-1280.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[http://swc.hard-light.net/ Official Website]&lt;br /&gt;
*[https://discord.gg/k7ZMdmt Fate of the Galaxy Discord Server]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?board=143.0 Official Forum]&lt;br /&gt;
*[https://www.moddb.com/games/fate-of-the-galaxy Fate of the Galaxy on ModDB]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=67630</id>
		<title>Fate of the Galaxy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=67630"/>
		<updated>2026-09-05T11:43:56Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: /* Newsletter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{fotg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fate of the Galaxy&#039;&#039;&#039; (FotG) is a free total conversion set in the &#039;&#039;[https://en.wikipedia.org/wiki/Star_Wars Star Wars]&#039;&#039; Original Trilogy.  Developed using the open-source FreeSpace 2 Open (FSO) game engine, the project will be released as a standalone (the game FreeSpace 2 is not required).  An active [https://fate-of-the-galaxy.github.io/ website], [https://www.hard-light.net/forums/index.php?board=143.0 forum] and [https://discord.gg/k7ZMdmt Discord Channel] are also maintained. As a disclaimer, Fate of the Galaxy is a total conversion for FreeSpace Open developed by a team of fan volunteers, it is not associated with Lucasfilm Ltd or Disney and is not an official Star Wars product&lt;br /&gt;
&lt;br /&gt;
==Developers==&lt;br /&gt;
*&#039;&#039;&#039;chief1983:&#039;&#039;&#039; Project Lead&lt;br /&gt;
*&#039;&#039;&#039;Brand-X:&#039;&#039;&#039; Senior Artist and Content Moderator&lt;br /&gt;
*&#039;&#039;&#039;TopAce:&#039;&#039;&#039; Mission Design&lt;br /&gt;
*&#039;&#039;&#039;swashmebuckle:&#039;&#039;&#039; Music Composer, Writer&lt;br /&gt;
*&#039;&#039;&#039;zookeeper:&#039;&#039;&#039; Model Conversion, Artist, Scripting&lt;br /&gt;
*&#039;&#039;&#039;CountBuggula:&#039;&#039;&#039; Webmaster, Communications&lt;br /&gt;
*&#039;&#039;&#039;niffiwan:&#039;&#039;&#039; Coder&lt;br /&gt;
*&#039;&#039;&#039;wookieejedi:&#039;&#039;&#039; Mission Design, Scripting, Beta Management&lt;br /&gt;
*&#039;&#039;&#039;Limbert:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
*&#039;&#039;&#039;bobbtmann:&#039;&#039;&#039; Senior Contributor&lt;br /&gt;
*&#039;&#039;&#039;Dark Visor:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Full list of contributors is present in Credits screen of the game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In &#039;&#039;Fate of the Galaxy&#039;&#039; the player takes the role of a starfighter pilot through a series of missions and campaigns.  The game is primarily played through the perspective of single-manned craft. There are no plans currently for player-control of capital ships, though certain player craft do allow for AI gunners.  Current missions are set in space, including in asteroid fields, nebulas, and above planets.  A multiplayer mode is also available to play and works well at low pings (~&amp;lt;100 ms).  Standalone instances of the game are maintained, which allows players to easily join a server and play with friends. &lt;br /&gt;
&lt;br /&gt;
The player will choose to play as a pilot for the Rebel Alliance, the Galactic Empire, or as an independent neutral adventurer/privateer.   All factions have their own unique ships to control.&lt;br /&gt;
&lt;br /&gt;
===Authenticity===&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; strives to recreate combat as close to as seen in the Original Trilogy of &#039;&#039;Star Wars&#039;&#039;, during scenes such as the [https://starwars.fandom.com/wiki/Battle_of_Endor/Legends Battle of Endor] and the [https://starwars.fandom.com/wiki/Battle_of_Yavin Battle of Yavin].  To achieve this, the members of the development team have extensively analyzed individual movements and moments within these scenes to determine a baseline for such game concepts as damage, speed, and maneuverability.  Each fighter will stay as close as possible to its canonical statistics stated in various sources, but the final authority is the Original Trilogy movies themselves.   Thus, many attributes may be contrary to other published materials due to their divergence from the Original Trilogy.  In addition, visuals have been tuned to match the aesthetic of the Original Trilogy movies. &lt;br /&gt;
&lt;br /&gt;
Given this focus on movie authenticity, the gameplay differs from that present in the default FreeSpace 2 universe.  Ships will be much faster and combat quicker paced, with a larger focus on avoiding damage rather than absorbing it.  Several coding features have been completed to create a new, unique style of combat.&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
The game includes multiple ships unique to each faction, with some designs being shared when appropriate.  Each faction&#039;s fighters and capital ships have unique strengths, which presents different gameplay styles for each side.&lt;br /&gt;
&lt;br /&gt;
===Alliance to Restore the Republic/New Republic===&lt;br /&gt;
[[Image:NuX.png|thumb|The X-wing Starfighter, main fighter of the Rebel Alliance]]&lt;br /&gt;
The Alliance to Restore the Republic and New Republic maintain a focus on versatile and durable starfighters and small, fast capital ships.  Most of the Rebel fighters are equipped with secondary missile weapons such as concussion missiles or proton torpedoes.  Rebel players will, in most cases, be unable to outmaneuver their Imperial counterparts and will rely on their superior durability and weapon complement, as well as teamwork to engage the enemy.  Rebel capital ships are smaller than their Imperial counterparts, with each having diverse strengths due to their construction by various manufacturers.  Rebel Mon Calamari Cruisers are noted for their incredible shield regeneration rates, while Corellian Corvettes are known for their speed.&lt;br /&gt;
&lt;br /&gt;
The following Rebel/New Republic craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/X-wing_starfighter T-65 X-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL_Y-wing_starfighter BTL-A4 Y-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL-A4_LP_%22Longprobe%22 BTL-LP Longprobe Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/RZ-1_A-wing_interceptor RZ-1 A-wing Interceptor]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/A/SF-01_B-wing_starfighter A/SF-01 B-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/E-wing_escort_starfighter E-wing Escort Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/UT-60D_U-wing_starfighter/support_craft UT-60D U-wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Millennium_Falcon Millennium Falcon]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GR-75_medium_transport GR-75 Medium Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CR90_corvette Corellian CR90 Corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/EF76_Nebulon-B_escort_frigate EF76 Nebulon-B Escort Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC30C_frigate MC30 Heavy Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC40a_light_cruiser MC40 Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Liberty_type_Star_Cruiser &#039;&#039;Liberty&#039;&#039;-class Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Home_One_type_Star_Cruiser &#039;&#039;Home One&#039;&#039;-class Star Cruiser]&lt;br /&gt;
&lt;br /&gt;
===Galactic Empire===&lt;br /&gt;
[[Image:NuRTIE03.jpg|thumb|The TIE/ln Starfighter, main fighter of the Galactic Empire]]&lt;br /&gt;
The Galactic Empire&#039;s main strategy for fighters revolves around the concept of numerical advantage.   Imperial TIEs usually lack shields and durability, but have very potent weaponry and great maneuverability to counter this weakness.  Most Imperial fighters also forego any sort of missile secondary weapons and focus entirely on their lasers for offensive armament.  Imperial capital ships are much larger than those of the Rebels, and focus on heavy offensive weaponry and great hull durability.&lt;br /&gt;
&lt;br /&gt;
The following Imperial craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/LN_starfighter T.I.E. Starfighter &amp;amp; TIE/ln Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Reconnaissance_Fighter TIE/rc Recon Fighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/IN_interceptor TIE/In Interceptor Mark I and Mark II]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sa_bomber TIE/sa Bomber]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Advanced_x1 TIE Advanced x1]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/V38_assault_fighter V38 Assault Fighter]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sh_shuttle TIE/sh Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-class_Xg-1_Star_Wing Xg-1 Star Wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Delta-class_DX-9_stormtrooper_transport DX-9 Stormtrooper Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Lambda-class_T-4a_shuttle Lambda-class T-4a Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Zeta-class_Heavy_Cargo_Shuttle Zeta-class Heavy Cargo Shuttle]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/All_Terrain_Armored_Transport &#039;&#039;All Terrain Armored Transport&#039;&#039;]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Gozanti-class_cruiser &#039;&#039;Gozanti&#039;&#039;-class Cruiser]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Raider-class_corvette &#039;&#039;Raider&#039;&#039;-class Corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Carrack-class_light_cruiser &#039;&#039;Carrack&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Arquitens-class_light_cruiser &#039;&#039;Arquitens&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Strike-class_medium_cruiser &#039;&#039;Strike&#039;&#039;-class Medium Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Vindicator-class_heavy_cruiser &#039;&#039;Vindicator&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Interdictor_vessel &#039;&#039;Interdictor&#039;&#039;-class Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Imperial_II-class_Star_Destroyer &#039;&#039;Imperator II&#039;&#039;-class Star Destroyer]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Golan_space_defense_platform Golan M-series Dockyard Platforms]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Shield_Gate Golan M-3185 Shield Gate Station]&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
There are multiple factions in the Star Wars galaxy which use many craft that are not produced for the Galactic Empire or the Rebel Alliance.  These craft vary in characteristics and are used throughout the galaxy in various roles. &lt;br /&gt;
&lt;br /&gt;
The following Neutral craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Z-95_Headhunter Z-95 Headhunter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CloakShape_fighter/Legends Cloakshape Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/N-1_starfighter N-1 Naboo Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-3_Nimbus-class_V-wing_starfighter Alpha-3 Nimbus-class V-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Aggressive_ReConnaissance-170_starfighter/Legends ARC-170 Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Vulture-class_starfighter Vulture-class_starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Ugly/Legends Various Uglies]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Firespray-31-class_patrol_and_attack_craft Firespray-31-class Gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Slave_I Slave I]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/YT-1300_light_freighter YT-1300 Light Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BFF-1_bulk_freighter BFF-1 Bulk Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Tug DV-3 Cargo Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Action_VI_transport Action VI Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Transport Rayter-class Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CSS-1_Corellian_Star_Shuttle Star Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/StarSpeeder_1000 Star Speeder]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GAT-12_Skipray_Blastboat GAT-10 Skipray Blastboat]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Consular-class_cruiser_(Charger_c70_retrofit) Corellian Charger C70 Retrofit]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Braha&#039;tok-class_gunship Braha&#039;tok-class gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Marauder-class_corvette Marauder-class corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Dreadnaught-class_heavy_cruiser &#039;&#039;Dreadnaught&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Venator-class_Star_Destroyer &#039;&#039;Venator&#039;&#039;-class Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/XQ_Platform_series XQ1 and XQ2 Stations]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Asteroid_base Asteroid Base Station]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Repair_droid Dockyard Repair Droids]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Satellite/Legends Sensor and Defense Satellites]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Space_mine Space Mines]&lt;br /&gt;
&lt;br /&gt;
==Missions and Campaigns==&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; comes with a high level of single-player content.  These include multiple campaigns, standalone missions, and the ability to create missions using the FSO mission editor FRED2.  Multiplayer servers are also maintained and available to play on with friends. &lt;br /&gt;
&lt;br /&gt;
The first three campaigns narrate three interconnected stories set at the beginning of the Galactic Civil War.  Each of these three campaigns consists of about 5 missions, thus designers put high emphasis on quality mission design and high replayability.  The player&#039;s performance throughout the campaign will affect how later missions play out.  For example, the Alliance campaign will pit a ragtag Rebel task force against a dreaded &#039;&#039;Imperial&#039;&#039;-class Star Destroyer in the early stages of the Rebellion, and the player&#039;s performance throughout the campaign has a major impact on this encounter&#039;s difficulty.  The best possible outcome is hard to achieve, thus a number of playthroughs will be required.&lt;br /&gt;
&lt;br /&gt;
Players receive different types of training in different campaigns.  The Alliance mini-campaign starts with a basic training mission that teaches the basics to new players along with gameplay features that are unique to &#039;&#039;Fate of the Galaxy&#039;&#039;&#039;.  The Imperial mini-campaign starts with an advanced training.&lt;br /&gt;
&lt;br /&gt;
Standalone missions are also included in the first release.  Many of them are serious, story-driven missions, but there will also be arcade-like &amp;quot;challenge&amp;quot; missions in which the player must accomplish a wide variety of objectives, such as surviving two minutes within a &#039;&#039;Strike&#039;&#039;-class cruiser&#039;s firing range.  There will also be a Practice Zone mission, where the player can test flying any of the small craft and actively spawn in any craft in the mission as a hostile or friendly to practice combat.&lt;br /&gt;
&lt;br /&gt;
Three additional campaigns are being worked on and will be available when the game is released to the public, but specific details remain under embargo until public launch.  This large component is code-named Project Alderaan.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
[[Image:Ewingmaps.jpg|thumb|The progression of model work shown on an E-wing Starfighter, from Model (Right) to Normal Maps (Center) and Diffuse Texture (Left).   Note that this model will not be used.]]&lt;br /&gt;
Fate of the Galaxy picks up after a number of previous attempts to create a &#039;&#039;Star Wars&#039;&#039; mod for FreeSpace.  For several years the &amp;quot;Star Wars Conversion Project&amp;quot; was worked on by various teams and developers, but without any releases.  &lt;br /&gt;
&lt;br /&gt;
In early 2007, chief1983 took over as project leader, and began to assemble a new team of developers.   Choosing the name &#039;&#039;Fate of the Galaxy&#039;&#039;, the initial team consisted of chief1983, Brand-X as a modeler and Turambar as a texturer.  The initial plan put forward was to use the models and textures that had been completed by previous teams.  Soon after the reformation of the mod team, however, it was decided that all new art assets were needed to compete with the high graphical standards of the newer models, and all previously completed ships were discarded.&lt;br /&gt;
&lt;br /&gt;
Work continued on ship models and textures through the next year and a half, as new staff members were added to the development team.   In May of 2008, work began on implementing the new ship models into the game and work began on redesigning the feel and pace of the FreeSpace 2 Open engine.   Work still continued on the models needed for a campaign and demo release.  &lt;br /&gt;
&lt;br /&gt;
In early January of 2009, Brand-X experienced a hard drive failure which destroyed all previous models of his, setting the team&#039;s art department back significantly.   Since then, work has progressed on recreating these models to even higher quality standards.&lt;br /&gt;
&lt;br /&gt;
On June 4th, 2009, the first in-game screenshot of the X-wing starfighter was made public at the [http://www.moddb.com/games/fate-of-the-galaxy/images/x-wing-in-game-shots2#imagebox ModDB site] and at the official FotG [https://www.hard-light.net/forums/index.php?board=143.0 forums].  The first three campaigns, which are set at the beginning of the Galactic Civil War, were eventually completed, and worked then moved to standalone missions and three additional campaigns code-named Project Alderaan. &lt;br /&gt;
&lt;br /&gt;
In December of 2018 the team began the first phases of private beta testing. In June of 2022, the private beta tests were stated as nearly concluded.&lt;br /&gt;
&lt;br /&gt;
In May of 2019 the [https://www.youtube.com/watch?v=ler20EdjAfs&amp;amp;list=LLW8-wdcPLv0eT913KIi9_mw&amp;amp;index=2&amp;amp;t=0s teaser trailer] was posted.&lt;br /&gt;
&lt;br /&gt;
Throughout 2020-2022 developmental showcases have consisted of forum updates and gameplay streams on Discord.&lt;br /&gt;
&lt;br /&gt;
In June of 2022, multiplayer was confirmed to be working well, and standalone servers were created. &lt;br /&gt;
&lt;br /&gt;
From 2023-2024, the game underwent extensive balance and optimization testing in preparation for the public release. &lt;br /&gt;
&lt;br /&gt;
For the duration of 2025, additional polishing passes were conducted and continue to be refined. &lt;br /&gt;
&lt;br /&gt;
===Newsletter===&lt;br /&gt;
Newsletters are posted on a quarterly basis on the [https://www.hard-light.net/forums/index.php?board=143.0 Fate of the Galaxy Forums].  Also, the majority of the unofficial development chatter occurs on the Fate of the Galaxy Discord channel [https://discord.gg/k7ZMdmt].&lt;br /&gt;
&lt;br /&gt;
The most recent [https://www.hard-light.net/forums/index.php?topic=100129.0] was released in August 2026. This update highlights new effect additions, many other enhancements, and numerous fixes and minor updates.&lt;br /&gt;
&lt;br /&gt;
For reference, the [http://www.hard-light.net/forums/index.php/topic,54217.0.html first newsletter] was posted on June 1st, 2008.&lt;br /&gt;
&lt;br /&gt;
===First Release===&lt;br /&gt;
The first open beta of &#039;&#039;Fate of the Galaxy&#039;&#039; was originally planned to be released sometime late-2008 or early 2009.   However, with the art setback, the release has been pushed back.  Subsequent additions and developments then lead the team to decide to release the game as a more polished 1.0 version.  A date has not been decided yet, but the first three campaigns are done and relatively independent compared to the larger subsequent 3 campaigns.&lt;br /&gt;
&lt;br /&gt;
Recent years have shown considerable progress on the project, including a release of a private beta and addition of multiple ships and integrating new features that were recently added to the FSO engine (such as deferred and shadow lighting for cockpits, optimizations, and advanced scripting controls). &lt;br /&gt;
&lt;br /&gt;
In the most recent communications on Discord, co-community manager wookieejedi posted: &amp;quot;&#039;&#039;We are primarily waiting on FSO 26.0.1 Stable, and guarantee FotG will be released before GTA6&#039;&#039;&amp;quot; (September 2th, 2026).&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===Ship Lab shots===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Bwing.jpg&lt;br /&gt;
Image:Falcon2.jpg&lt;br /&gt;
Image:Xwing.jpg&lt;br /&gt;
Image:Ywing2.jpg&lt;br /&gt;
Image:Z95.jpg |&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Renders===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:FalconWallpaper.png&lt;br /&gt;
Image:TBrender.png&lt;br /&gt;
Image:TransportFinal.jpg&lt;br /&gt;
Image:Wallpaper.1-1280.png&lt;br /&gt;
Image:Wallpaper.2-1280.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[http://swc.hard-light.net/ Official Website]&lt;br /&gt;
*[https://discord.gg/k7ZMdmt Fate of the Galaxy Discord Server]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?board=143.0 Official Forum]&lt;br /&gt;
*[https://www.moddb.com/games/fate-of-the-galaxy Fate of the Galaxy on ModDB]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=67629</id>
		<title>Fate of the Galaxy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=67629"/>
		<updated>2026-09-05T11:40:23Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: Release window update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{fotg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fate of the Galaxy&#039;&#039;&#039; (FotG) is a free total conversion set in the &#039;&#039;[https://en.wikipedia.org/wiki/Star_Wars Star Wars]&#039;&#039; Original Trilogy.  Developed using the open-source FreeSpace 2 Open (FSO) game engine, the project will be released as a standalone (the game FreeSpace 2 is not required).  An active [https://fate-of-the-galaxy.github.io/ website], [https://www.hard-light.net/forums/index.php?board=143.0 forum] and [https://discord.gg/k7ZMdmt Discord Channel] are also maintained. As a disclaimer, Fate of the Galaxy is a total conversion for FreeSpace Open developed by a team of fan volunteers, it is not associated with Lucasfilm Ltd or Disney and is not an official Star Wars product&lt;br /&gt;
&lt;br /&gt;
==Developers==&lt;br /&gt;
*&#039;&#039;&#039;chief1983:&#039;&#039;&#039; Project Lead&lt;br /&gt;
*&#039;&#039;&#039;Brand-X:&#039;&#039;&#039; Senior Artist and Content Moderator&lt;br /&gt;
*&#039;&#039;&#039;TopAce:&#039;&#039;&#039; Mission Design&lt;br /&gt;
*&#039;&#039;&#039;swashmebuckle:&#039;&#039;&#039; Music Composer, Writer&lt;br /&gt;
*&#039;&#039;&#039;zookeeper:&#039;&#039;&#039; Model Conversion, Artist, Scripting&lt;br /&gt;
*&#039;&#039;&#039;CountBuggula:&#039;&#039;&#039; Webmaster, Communications&lt;br /&gt;
*&#039;&#039;&#039;niffiwan:&#039;&#039;&#039; Coder&lt;br /&gt;
*&#039;&#039;&#039;wookieejedi:&#039;&#039;&#039; Mission Design, Scripting, Beta Management&lt;br /&gt;
*&#039;&#039;&#039;Limbert:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
*&#039;&#039;&#039;bobbtmann:&#039;&#039;&#039; Senior Contributor&lt;br /&gt;
*&#039;&#039;&#039;Dark Visor:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Full list of contributors is present in Credits screen of the game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In &#039;&#039;Fate of the Galaxy&#039;&#039; the player takes the role of a starfighter pilot through a series of missions and campaigns.  The game is primarily played through the perspective of single-manned craft. There are no plans currently for player-control of capital ships, though certain player craft do allow for AI gunners.  Current missions are set in space, including in asteroid fields, nebulas, and above planets.  A multiplayer mode is also available to play and works well at low pings (~&amp;lt;100 ms).  Standalone instances of the game are maintained, which allows players to easily join a server and play with friends. &lt;br /&gt;
&lt;br /&gt;
The player will choose to play as a pilot for the Rebel Alliance, the Galactic Empire, or as an independent neutral adventurer/privateer.   All factions have their own unique ships to control.&lt;br /&gt;
&lt;br /&gt;
===Authenticity===&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; strives to recreate combat as close to as seen in the Original Trilogy of &#039;&#039;Star Wars&#039;&#039;, during scenes such as the [https://starwars.fandom.com/wiki/Battle_of_Endor/Legends Battle of Endor] and the [https://starwars.fandom.com/wiki/Battle_of_Yavin Battle of Yavin].  To achieve this, the members of the development team have extensively analyzed individual movements and moments within these scenes to determine a baseline for such game concepts as damage, speed, and maneuverability.  Each fighter will stay as close as possible to its canonical statistics stated in various sources, but the final authority is the Original Trilogy movies themselves.   Thus, many attributes may be contrary to other published materials due to their divergence from the Original Trilogy.  In addition, visuals have been tuned to match the aesthetic of the Original Trilogy movies. &lt;br /&gt;
&lt;br /&gt;
Given this focus on movie authenticity, the gameplay differs from that present in the default FreeSpace 2 universe.  Ships will be much faster and combat quicker paced, with a larger focus on avoiding damage rather than absorbing it.  Several coding features have been completed to create a new, unique style of combat.&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
The game includes multiple ships unique to each faction, with some designs being shared when appropriate.  Each faction&#039;s fighters and capital ships have unique strengths, which presents different gameplay styles for each side.&lt;br /&gt;
&lt;br /&gt;
===Alliance to Restore the Republic/New Republic===&lt;br /&gt;
[[Image:NuX.png|thumb|The X-wing Starfighter, main fighter of the Rebel Alliance]]&lt;br /&gt;
The Alliance to Restore the Republic and New Republic maintain a focus on versatile and durable starfighters and small, fast capital ships.  Most of the Rebel fighters are equipped with secondary missile weapons such as concussion missiles or proton torpedoes.  Rebel players will, in most cases, be unable to outmaneuver their Imperial counterparts and will rely on their superior durability and weapon complement, as well as teamwork to engage the enemy.  Rebel capital ships are smaller than their Imperial counterparts, with each having diverse strengths due to their construction by various manufacturers.  Rebel Mon Calamari Cruisers are noted for their incredible shield regeneration rates, while Corellian Corvettes are known for their speed.&lt;br /&gt;
&lt;br /&gt;
The following Rebel/New Republic craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/X-wing_starfighter T-65 X-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL_Y-wing_starfighter BTL-A4 Y-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL-A4_LP_%22Longprobe%22 BTL-LP Longprobe Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/RZ-1_A-wing_interceptor RZ-1 A-wing Interceptor]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/A/SF-01_B-wing_starfighter A/SF-01 B-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/E-wing_escort_starfighter E-wing Escort Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/UT-60D_U-wing_starfighter/support_craft UT-60D U-wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Millennium_Falcon Millennium Falcon]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GR-75_medium_transport GR-75 Medium Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CR90_corvette Corellian CR90 Corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/EF76_Nebulon-B_escort_frigate EF76 Nebulon-B Escort Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC30C_frigate MC30 Heavy Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC40a_light_cruiser MC40 Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Liberty_type_Star_Cruiser &#039;&#039;Liberty&#039;&#039;-class Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Home_One_type_Star_Cruiser &#039;&#039;Home One&#039;&#039;-class Star Cruiser]&lt;br /&gt;
&lt;br /&gt;
===Galactic Empire===&lt;br /&gt;
[[Image:NuRTIE03.jpg|thumb|The TIE/ln Starfighter, main fighter of the Galactic Empire]]&lt;br /&gt;
The Galactic Empire&#039;s main strategy for fighters revolves around the concept of numerical advantage.   Imperial TIEs usually lack shields and durability, but have very potent weaponry and great maneuverability to counter this weakness.  Most Imperial fighters also forego any sort of missile secondary weapons and focus entirely on their lasers for offensive armament.  Imperial capital ships are much larger than those of the Rebels, and focus on heavy offensive weaponry and great hull durability.&lt;br /&gt;
&lt;br /&gt;
The following Imperial craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/LN_starfighter T.I.E. Starfighter &amp;amp; TIE/ln Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Reconnaissance_Fighter TIE/rc Recon Fighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/IN_interceptor TIE/In Interceptor Mark I and Mark II]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sa_bomber TIE/sa Bomber]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Advanced_x1 TIE Advanced x1]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/V38_assault_fighter V38 Assault Fighter]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sh_shuttle TIE/sh Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-class_Xg-1_Star_Wing Xg-1 Star Wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Delta-class_DX-9_stormtrooper_transport DX-9 Stormtrooper Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Lambda-class_T-4a_shuttle Lambda-class T-4a Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Zeta-class_Heavy_Cargo_Shuttle Zeta-class Heavy Cargo Shuttle]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/All_Terrain_Armored_Transport &#039;&#039;All Terrain Armored Transport&#039;&#039;]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Gozanti-class_cruiser &#039;&#039;Gozanti&#039;&#039;-class Cruiser]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Raider-class_corvette &#039;&#039;Raider&#039;&#039;-class Corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Carrack-class_light_cruiser &#039;&#039;Carrack&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Arquitens-class_light_cruiser &#039;&#039;Arquitens&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Strike-class_medium_cruiser &#039;&#039;Strike&#039;&#039;-class Medium Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Vindicator-class_heavy_cruiser &#039;&#039;Vindicator&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Interdictor_vessel &#039;&#039;Interdictor&#039;&#039;-class Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Imperial_II-class_Star_Destroyer &#039;&#039;Imperator II&#039;&#039;-class Star Destroyer]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Golan_space_defense_platform Golan M-series Dockyard Platforms]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Shield_Gate Golan M-3185 Shield Gate Station]&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
There are multiple factions in the Star Wars galaxy which use many craft that are not produced for the Galactic Empire or the Rebel Alliance.  These craft vary in characteristics and are used throughout the galaxy in various roles. &lt;br /&gt;
&lt;br /&gt;
The following Neutral craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Z-95_Headhunter Z-95 Headhunter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CloakShape_fighter/Legends Cloakshape Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/N-1_starfighter N-1 Naboo Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-3_Nimbus-class_V-wing_starfighter Alpha-3 Nimbus-class V-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Aggressive_ReConnaissance-170_starfighter/Legends ARC-170 Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Vulture-class_starfighter Vulture-class_starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Ugly/Legends Various Uglies]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Firespray-31-class_patrol_and_attack_craft Firespray-31-class Gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Slave_I Slave I]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/YT-1300_light_freighter YT-1300 Light Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BFF-1_bulk_freighter BFF-1 Bulk Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Tug DV-3 Cargo Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Action_VI_transport Action VI Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Transport Rayter-class Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CSS-1_Corellian_Star_Shuttle Star Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/StarSpeeder_1000 Star Speeder]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GAT-12_Skipray_Blastboat GAT-10 Skipray Blastboat]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Consular-class_cruiser_(Charger_c70_retrofit) Corellian Charger C70 Retrofit]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Braha&#039;tok-class_gunship Braha&#039;tok-class gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Marauder-class_corvette Marauder-class corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Dreadnaught-class_heavy_cruiser &#039;&#039;Dreadnaught&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Venator-class_Star_Destroyer &#039;&#039;Venator&#039;&#039;-class Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/XQ_Platform_series XQ1 and XQ2 Stations]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Asteroid_base Asteroid Base Station]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Repair_droid Dockyard Repair Droids]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Satellite/Legends Sensor and Defense Satellites]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Space_mine Space Mines]&lt;br /&gt;
&lt;br /&gt;
==Missions and Campaigns==&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; comes with a high level of single-player content.  These include multiple campaigns, standalone missions, and the ability to create missions using the FSO mission editor FRED2.  Multiplayer servers are also maintained and available to play on with friends. &lt;br /&gt;
&lt;br /&gt;
The first three campaigns narrate three interconnected stories set at the beginning of the Galactic Civil War.  Each of these three campaigns consists of about 5 missions, thus designers put high emphasis on quality mission design and high replayability.  The player&#039;s performance throughout the campaign will affect how later missions play out.  For example, the Alliance campaign will pit a ragtag Rebel task force against a dreaded &#039;&#039;Imperial&#039;&#039;-class Star Destroyer in the early stages of the Rebellion, and the player&#039;s performance throughout the campaign has a major impact on this encounter&#039;s difficulty.  The best possible outcome is hard to achieve, thus a number of playthroughs will be required.&lt;br /&gt;
&lt;br /&gt;
Players receive different types of training in different campaigns.  The Alliance mini-campaign starts with a basic training mission that teaches the basics to new players along with gameplay features that are unique to &#039;&#039;Fate of the Galaxy&#039;&#039;&#039;.  The Imperial mini-campaign starts with an advanced training.&lt;br /&gt;
&lt;br /&gt;
Standalone missions are also included in the first release.  Many of them are serious, story-driven missions, but there will also be arcade-like &amp;quot;challenge&amp;quot; missions in which the player must accomplish a wide variety of objectives, such as surviving two minutes within a &#039;&#039;Strike&#039;&#039;-class cruiser&#039;s firing range.  There will also be a Practice Zone mission, where the player can test flying any of the small craft and actively spawn in any craft in the mission as a hostile or friendly to practice combat.&lt;br /&gt;
&lt;br /&gt;
Three additional campaigns are being worked on and will be available when the game is released to the public, but specific details remain under embargo until public launch.  This large component is code-named Project Alderaan.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
[[Image:Ewingmaps.jpg|thumb|The progression of model work shown on an E-wing Starfighter, from Model (Right) to Normal Maps (Center) and Diffuse Texture (Left).   Note that this model will not be used.]]&lt;br /&gt;
Fate of the Galaxy picks up after a number of previous attempts to create a &#039;&#039;Star Wars&#039;&#039; mod for FreeSpace.  For several years the &amp;quot;Star Wars Conversion Project&amp;quot; was worked on by various teams and developers, but without any releases.  &lt;br /&gt;
&lt;br /&gt;
In early 2007, chief1983 took over as project leader, and began to assemble a new team of developers.   Choosing the name &#039;&#039;Fate of the Galaxy&#039;&#039;, the initial team consisted of chief1983, Brand-X as a modeler and Turambar as a texturer.  The initial plan put forward was to use the models and textures that had been completed by previous teams.  Soon after the reformation of the mod team, however, it was decided that all new art assets were needed to compete with the high graphical standards of the newer models, and all previously completed ships were discarded.&lt;br /&gt;
&lt;br /&gt;
Work continued on ship models and textures through the next year and a half, as new staff members were added to the development team.   In May of 2008, work began on implementing the new ship models into the game and work began on redesigning the feel and pace of the FreeSpace 2 Open engine.   Work still continued on the models needed for a campaign and demo release.  &lt;br /&gt;
&lt;br /&gt;
In early January of 2009, Brand-X experienced a hard drive failure which destroyed all previous models of his, setting the team&#039;s art department back significantly.   Since then, work has progressed on recreating these models to even higher quality standards.&lt;br /&gt;
&lt;br /&gt;
On June 4th, 2009, the first in-game screenshot of the X-wing starfighter was made public at the [http://www.moddb.com/games/fate-of-the-galaxy/images/x-wing-in-game-shots2#imagebox ModDB site] and at the official FotG [https://www.hard-light.net/forums/index.php?board=143.0 forums].  The first three campaigns, which are set at the beginning of the Galactic Civil War, were eventually completed, and worked then moved to standalone missions and three additional campaigns code-named Project Alderaan. &lt;br /&gt;
&lt;br /&gt;
In December of 2018 the team began the first phases of private beta testing. In June of 2022, the private beta tests were stated as nearly concluded.&lt;br /&gt;
&lt;br /&gt;
In May of 2019 the [https://www.youtube.com/watch?v=ler20EdjAfs&amp;amp;list=LLW8-wdcPLv0eT913KIi9_mw&amp;amp;index=2&amp;amp;t=0s teaser trailer] was posted.&lt;br /&gt;
&lt;br /&gt;
Throughout 2020-2022 developmental showcases have consisted of forum updates and gameplay streams on Discord.&lt;br /&gt;
&lt;br /&gt;
In June of 2022, multiplayer was confirmed to be working well, and standalone servers were created. &lt;br /&gt;
&lt;br /&gt;
From 2023-2024, the game underwent extensive balance and optimization testing in preparation for the public release. &lt;br /&gt;
&lt;br /&gt;
For the duration of 2025, additional polishing passes were conducted and continue to be refined. &lt;br /&gt;
&lt;br /&gt;
===Newsletter===&lt;br /&gt;
Newsletters are posted on a quarterly basis on the [https://www.hard-light.net/forums/index.php?board=143.0 Fate of the Galaxy Forums].  Also, the majority of the unofficial development chatter occurs on the Fate of the Galaxy Discord channel [https://discord.gg/k7ZMdmt].&lt;br /&gt;
&lt;br /&gt;
The most recent [https://www.hard-light.net/forums/index.php?topic=99253.0] was released in May 2024.  This update highlights new ship additions, MainHall updates, many other enhancements, and numerous fixes and minor updates.&lt;br /&gt;
&lt;br /&gt;
For reference, the [http://www.hard-light.net/forums/index.php/topic,54217.0.html first newsletter] was posted on June 1st, 2008.&lt;br /&gt;
&lt;br /&gt;
===First Release===&lt;br /&gt;
The first open beta of &#039;&#039;Fate of the Galaxy&#039;&#039; was originally planned to be released sometime late-2008 or early 2009.   However, with the art setback, the release has been pushed back.  Subsequent additions and developments then lead the team to decide to release the game as a more polished 1.0 version.  A date has not been decided yet, but the first three campaigns are done and relatively independent compared to the larger subsequent 3 campaigns.&lt;br /&gt;
&lt;br /&gt;
Recent years have shown considerable progress on the project, including a release of a private beta and addition of multiple ships and integrating new features that were recently added to the FSO engine (such as deferred and shadow lighting for cockpits, optimizations, and advanced scripting controls). &lt;br /&gt;
&lt;br /&gt;
In the most recent communications on Discord, co-community manager wookieejedi posted: &amp;quot;&#039;&#039;We are primarily waiting on FSO 26.0.1 Stable, and guarantee FotG will be released before GTA6&#039;&#039;&amp;quot; (September 2th, 2026).&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===Ship Lab shots===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Bwing.jpg&lt;br /&gt;
Image:Falcon2.jpg&lt;br /&gt;
Image:Xwing.jpg&lt;br /&gt;
Image:Ywing2.jpg&lt;br /&gt;
Image:Z95.jpg |&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Renders===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:FalconWallpaper.png&lt;br /&gt;
Image:TBrender.png&lt;br /&gt;
Image:TransportFinal.jpg&lt;br /&gt;
Image:Wallpaper.1-1280.png&lt;br /&gt;
Image:Wallpaper.2-1280.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[http://swc.hard-light.net/ Official Website]&lt;br /&gt;
*[https://discord.gg/k7ZMdmt Fate of the Galaxy Discord Server]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?board=143.0 Official Forum]&lt;br /&gt;
*[https://www.moddb.com/games/fate-of-the-galaxy Fate of the Galaxy on ModDB]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=67627</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=67627"/>
		<updated>2026-08-28T13:01:40Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: /* $strafe retreat collide distance: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-12|72a11fd542671e849042a2e8de0f090e5cbdae0d}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ai_profiles.tbl&#039;&#039;&#039; 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;
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the &amp;quot;FS2 RETAIL&amp;quot; AI profile. It&#039;s usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.&lt;br /&gt;
&lt;br /&gt;
{{Table232| This table can also be called &#039;&#039;&#039;mission_profiles.tbl&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
{{Table232| Can also be extended with &#039;&#039;&#039;xxx-msp.tbm&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;reset last_hit_target_time for player hits&#039;&#039;&#039;}}&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;fix ramming stationary targets bug&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;huge turret weapons ignore bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix linked primary weapon decision bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent turrets targeting too distant bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix heat seekers homing on stealth ships bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;allow vertical dodge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai class bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ai guards specific ship in wing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai path order bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;aspect bomb invulnerability fix&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;use actual primary range&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fighters/bombers with no shields can manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;fixed ship-weapon collisions&#039;&#039;&#039;}}&lt;br /&gt;
{{Table220|&lt;br /&gt;
*&#039;&#039;&#039;fighterbay arrivals use carrier orientation&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent negative turret ammo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix keep-safe-distance&#039;&#039;&#039;}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;fix good-rearm-time bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;no continuous turn on attack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;remove-goal properly removes play-dead order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;ships playing dead don&#039;t manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table234|&lt;br /&gt;
*&#039;&#039;&#039;hud squad messages use tactical disarm/disable&#039;&#039;&#039;}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;debris damage respects &#039;big damage&#039; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;force beam turrets to use normal fov&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;guards ignore protected attackers&#039;&#039;&#039;}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;fix avoid-shockwave bugs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;purge player-issued form-on-wing after subsequent order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table260|&lt;br /&gt;
*&#039;&#039;&#039;$fix &#039;ignore if dead&#039; flag:&#039;&#039;&#039;}}&lt;br /&gt;
{{Table262|&lt;br /&gt;
*&#039;&#039;&#039;$fix ai target recovery:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$no collision avoidance for kamikaze fighters:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$fix big ship waypoint completion:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$fix shockwave expiring before dealing damage:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$fix fighter/bomber AI recovers after engines repaired:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$fix standard strafe:&#039;&#039;&#039;&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 &#039;&#039;&#039;FS2 Retail&#039;&#039;&#039;, 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;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Friendly Fire Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly weapon fire, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Self Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by self-hits, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&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;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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 Missiles 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;
*Note: The alternative spelling &amp;quot;Missles&amp;quot; is also accepted for backwards compatibility reasons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*This number is also checked when a ship checks for a new target, such as using the goal attack-any. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$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;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the time after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI&#039;s aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&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: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&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;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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 for an AI to hesitate about firing a secondary or homing turret weapon at the player. Values range from 0-6, at 0 they will frequently hesitate, at 6 they will never hesitate.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4&lt;br /&gt;
* Mechanic details: AIs are only allowed to fire homing secondaries or turrets with homing weapons at the player in a limited window of time. The window starts every ten seconds, and lasts (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) 7ths of that ten second cycle. Each ship has it&#039;s own cycle, so their windows are not all synchronized.&lt;br /&gt;
* Example: a value of 1 becomes 2/7ths, so ships can fire homing weapons at the player for roughly 2.85 seconds at a time, then are unable to fire them for 7.15 seconds.&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;
===$free afterburner use:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*If set, the AI will use afterburners in more situations.}}&lt;br /&gt;
&lt;br /&gt;
===$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 1.1 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;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$check communications for non-player ships:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, every ship will have the same communications subsystem restrictions as the player, including minimum strength to send messages and EMP scramble status.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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 *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable player secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, players are not allowed to dual-fire their secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$disable ai secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, AIs are not allowed to dual-fire their secondaries.}}&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;
===$fix ramming stationary targets bug:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, AI ships will try not to crash into stationary targets.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3147 Mantis #3147].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, ships that are on different teams and ships that are outside the player&#039;s squadron will be allowed to send death screams.  Additionally, the game will no longer cap a maximum number of screams per mission.  (This flag originated as a customization of message behavior for the Wing Commander Saga mod.)&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform less checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22fov_edge_checks.22|&amp;quot;fov edge checks&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22target_requires_fov.22|&amp;quot;target requires fov&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Normally, 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 flag to YES to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES; to get rid of retail behavior you would specify NO. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Default: NO.&lt;br /&gt;
* When no, when any secondary encounters any beam it is instantly destroyed regardless of if it is marked as interceptable, has a health value, or any other circumstance that would normally apply to interception by other weapons.&lt;br /&gt;
* When true, damage and health values are respected in these circumstances. Secondaries without hitpoints are still destroyed, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*By default, an aspect seeker that&#039;s been decoyed by a CM just flies straight forward, while a heatseeker in the same position will actively home in on the CM.  This flag makes aspect seekers match heatseeker behavior in this regard.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$support don&#039;t add primaries:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, the support ship will not equip a new primary weapon into an empty bank.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$max allies rearming threshold:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*The maximum allowed number of allies that are allowed to be rearming at the same time. It should be noted that the effect is more noticeable at higher numbers.&lt;br /&gt;
*2 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay arrivals use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships arriving via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they exit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay departures use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships departing via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they enter.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris damage respects &#039;big damage&#039; flag:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Causes damage inflicted by debris to be limited by the &#039;big damage&#039; flag in the same way as damage inflicted by weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t limit change in speed due to physics whack:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the speed change due to physics whacks (collision, shockwave, etc.) is unlimited.  Without this flag, the speed change will be capped at 440 m/s if it exceeds 500 m/s.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$guards ignore protected attackers:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the AI will not guard against ships that have the &amp;quot;protect-ship&amp;quot; flag.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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 lose its mind 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;
{{Table260|&lt;br /&gt;
*As of 26.0, the &amp;quot;alt2&amp;quot; mode is available. The alt2 mode is like alt1 but allows shortcutting.}}&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;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$default ship select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$strict turret-tagged-only targeting:===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*When set, newer turret-tagged-only behavior will be enabled.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3114 Mantis #3114].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$aspect bomb invulnerability fix:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs.  Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$glide decay requires thrust:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, gliding ships will maintain their current speed without decay as long as they aren&#039;t actively thrusting.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai can slow down when attacking big ships:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*When set, fighters attacking big ships will slow down depending on how long they&#039;ve been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it&#039;s been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use actual primary range:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$override radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, this value overrides the default distance for determining if a ship had reached a point in a model subsystem path. Useful to allow ships with high damp values to navigate subsystem paths when attacking a subsystem. Must be greater than or equal to 1. If &#039;&#039;&#039;&#039;&#039;$use POF radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set than this override value will only be used if the point in the subsystem path is less than 1 or invalid. &lt;br /&gt;
*5 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use POF radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, the distance for determining if a ship had reached a point in a model subsystem path will be the radius of that path point, not the default distance of 5.  &lt;br /&gt;
*Off by default. If this is set to YES and &#039;&#039;&#039;&#039;&#039;&#039;$override radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set to greater than or equal to 1, then the path point radius will be used. If the path point radius cannot be found or is less than 1 then override radius will be used if it is set to greater than or equal to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$lead indicator second-order prediction factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*This is a 0 to 1 multiplier of a factor to adjust the lead indicator to take into account a ship&#039;s rotational velocity as well as its velocity. This will directly affect autoaim, making it more accurate for turning enemies.&lt;br /&gt;
*This &#039;&#039;will&#039;&#039; make the lead indicator slightly jitterier in general, and does not properly take into account gliding. It is recommended to adjust the value to fit your situation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$no directional bias for missile and ship turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When enabled, this will cause ships and missiles to take direct turning paths to point at their target. This does not directly affect their turning time, but in many situations will result in more efficient paths and a better time-to-target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$respect ship axial turnrate differences:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will use the average of their pitch and heading turn times for their turn time on all axes. If this is enabled the ship will actually use the tabled values for each axis.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;&#039;&#039;:The AI will &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; take this into account when turning, it will always turn directly towards its target, even if it could bank and use a faster axis instead. Use this flag carefully, and make sure that their your ships have exactly the turn times you want for each axis.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$any ship with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on any ship to manage ETS for weapons and engines even if they do not have shields set to on. Do note that in Vanilla FS2, some capital ships can go much faster with this enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighters/bombers with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on fighters and bombers to manage ETS for weapons and engines even if they do have shields set to on.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ships playing dead don&#039;t manage ETS:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Prevents ships from managing their ETS is they are currently playing dead.  Managing ETS could lead to unexpected speed changes in ship-maneuver.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better combat collision avoidance for fightercraft:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while fighting, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.&lt;br /&gt;
*The value is multiplied to a vector proportional the ship&#039;s velocity divided by its rotation time, which roughly determines the minimum distance needed to pull away from an obstacle directly ahead, and the time at which the AI will stop what&#039;s it&#039;s doing to pull away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance for fightercraft includes target:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance to include the target ship it might be attacking. Enabling this can help reduce collisions when attacking if ship speeds in your mod are higher than retail.   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better guard collision avoidance for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while guarding, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat guard avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better guarding collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.&lt;br /&gt;
*The value is multiplied to a vector proportional the ship&#039;s velocity divided by its rotation time, which roughly determines the minimum distance needed to pull away from an obstacle directly ahead, and the time at which the AI will stop what&#039;s it&#039;s doing to pull away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===$firing requires exact los:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause turrets and AI weapons to only fire if they have a clear line of sight from their firing point to their target&#039;s ship&#039;s center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$exact los minimum detection radius:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*The minimum radius of objects that are considered for line-of-sight when using the &#039;&#039;$firing requires exact los:&#039;&#039; flag.  The default is 10.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved missile avoidance for fightercraft:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fighters/bombers will be much more effective at dodging missiles in general. Of note is that AI do not normally care about countermeasure effect range before dropping them (only distance less than 200m), with this flag, they will only drop them if within countermeasure range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI profile countermeasure chance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class profile countermeasure firing chance. By default Friendly ships always use the second value in &#039;&#039;&#039;$AI Countermeasure Firing Chance:&#039;&#039;&#039; from default AI profile. The older name of &amp;quot;$friendly ships use AI profile countermeasure chance:&amp;quot; also enables this flag. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved subsystem attack pathing:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fightercraft will use a somewhat more efficient and faster subsystem attack pathing method.&lt;br /&gt;
*Notably, this method &#039;&#039;does not&#039;&#039; use the path system. Using this flag, aside from docking and fighter bay paths, &#039;&#039;all other&#039;&#039; paths will be ignored and are no longer necessary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fixed ship-weapon collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Fixes an error in ship-weapon collisions which would occasionally cause them to not trigger when they should.&lt;br /&gt;
*Most obvious when projectiles would erroneously bypass a full shield quadrant and damage the hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI secondary range awareness:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Controls if the AI considers weapon range at all when selecting a secondary weapon to attempt to use. Currently available options are:&lt;br /&gt;
*&#039;RETAIL&#039;: The default. After performing filtering logic based on the target types and weapon flags, the AI will select the first valid secondary bank as its active one, regardless of range.&lt;br /&gt;
*&#039;AWARE&#039;: As retail, except that if a weapon is out of range it the AI will keep looking down the list to see if it has a weapon that is in range, and use that instead if it does. All other weapon selection and restriction logic still applies.}}&lt;br /&gt;
&lt;br /&gt;
===$no shield damage from ship collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Normally, the heavier ship in a collision will receive shield damage from the collision if it has one.&lt;br /&gt;
*This disables that, and causes all involved ships to only take hull damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$turret target recheck time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Defines the amount of time between target recalculation for turrets.&lt;br /&gt;
*Affects turret reaction time in all scenarios, acquiring a target from idle, re-affirming the current target, switching to a new target or even a new subsystem on the same target.&lt;br /&gt;
*Be aware setting this value too low can have an extreme performance impact. It is recommended to not set this below 30 ms.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*Default: 2000}}&lt;br /&gt;
&lt;br /&gt;
===$prevent negative turret ammo:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*By default, turrets with ammo would end up firing one extra shot, resulting in a -1 ammo. This flag corrects that behavior, so the ammo count is properly used. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix keep-safe-distance:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Allows any ship flying the keep-safe-distance behavior to turn toward its goal point. Without this flag, ships will fly into the distance in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI ignores aspect lock for leading:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*When off, AI fighters follows retail behavior of aiming directly at a target when using aspect lock missiles. When on AIs ignore this consideration and always lead their targets when attempting to aim at them.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: on}}&lt;br /&gt;
&lt;br /&gt;
===$fix good-rearm-time bug:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the &amp;quot;good rearm time&amp;quot; SEXP to correctly expire (revert to being a &amp;quot;bad rearm time&amp;quot;) at the end of the specified time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no continuous turn on attack:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Prevents an AI behavior where fighters/bombers will spin around for a second or two when they acquire a target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$remove-goal properly removes play-dead order:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes remove-goal to take the ship out of the play-dead AI mode when removing the play-dead goal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrivals not time limited:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes AI to always complete a bay arrival path, even if it takes longer than 10 seconds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use adjusted AI class autoscale:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes autoscaled AI classes to scale only based on the collection of autoscaled AI classes, not all AI classes.  This prevents autoscaled calculations from being skewed by the presence of non-autoscaled classes in the list.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$carry shield difficulty scaling bug:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Enables an erroneous behavior where player damage difficulty scaling is applied twice to damage from area blasts and shockwaves, greatly changing the effective difficulty scaling. This is a &#039;&#039;bug&#039;&#039; that should not be enabled, unless the mod was balanced during the time between 3.6.14 and 23.1 (mods [[Game_settings.tbl#.24Target_Version:|targeting within those versions]] automatically have this flag enabled).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows debris to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$asteroids affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows asteroids to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$dynamic goals afterburn hard:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Will cause all dynamic goals (such as a fighter defending itself, or a fighter chasing an attacker as part of a guard order) to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$player orders afterburn hard:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause all player orders to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use tactical disarm/disable:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Will cause disarm or disable orders issued by the hud squadmsg menu (i.e. player orders) to be &#039;tactical&#039; goals that do not cause the target to be protected from attack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$align to target when guarding stationary ship:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause ships to match the target&#039;s orientation when following a guard order, rather than facing directly away from the target which is the normal behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$rotation factor multiplier for player collisions:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Allows modders to have players experience rotational effects from collisions. This value is multiplied by the value of [https://wiki.hard-light.net/index.php/Ships.tbl#.2BRotation_Factor: $Collision Physics: +Rotation Factor:] in the ships table (which is specified for the ship class).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$fix avoid-shockwave bugs:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes a number of bugs affecting the behavior of AI ships trying to avoid ship or weapon shockwaves.  With this flag enabled, the AI will be aware of the correct homing position and impact position of the weapon being evaded, will check the correct ship for shockwave damage, and will properly update stale shockwave-avoidance data.  See PR 6378 for more details.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix standard strafe:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this will allow AI to be more effective when attacking big ships in standard strafe mode. With this flag off, there were edge cases where the AI would fly to a point to start a strafe, then think it would collide with the target and then retreat from strafe mode, only to realize it was now far enough to re-engage strafe mode, which commonly resulted in AI just flying around not accomplishing much. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe used more:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets if the AI tries to always entry strafe mode when attacking large ships even if there are no hostile fighters nearby. By default the AI will only entry strafe mode if the speed is below &#039;$standard strafe triggers under this speed:&#039; and enemy fighters are nearby.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe triggers under this speed:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the velocity under which the AI checks if they should enter strafe mode when attacking large ships. Setting this value higher, such as 40 if you ship&#039;s max speed is 100, and enabling $standard strafe used more:&#039; will result in the AI strafing by continually moving, instead of parking next to a big ship and blasting it while not moving. In other words, once a ship slows down during attacking, as soon as it drops below the tabled speed (and assuming strafe used more is turned on), it&#039;ll start to strafe instead of slowing down even more.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.0 m/s)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe distance from target bounding box:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the distance at which the AI flies away from their target&#039;s bounding box to attempt a strafing run when attacking large ships. Setting this value higher will result in ships doing fewer longer distance strafing runs.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe retreat collide time:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*For strafe attacks against big ships, small ships calculate a point relative to the big ship they are attacking and move towards during it strafe. This value is how long until the attacking ship will reach the strafe attack point, when duration to the point is less than this value begin retreat from strafe (IE turn around and perform a new strafe). Default is 2.0 seconds. Note, a new strafe will also trigger if the check for &#039;$strafe retreat collide distance:&#039; is true.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 2.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe retreat collide distance:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*For strafe attacks against big ships, small ships calculate a point relative to the big ship they are attacking and move towards during it strafe. This value is the distance until the attacking ship will reach the strafe attack point, when distance to the point is less than this value begin retreat from strafe (IE turn around and perform a new strafe). Note, a new strafe will also trigger if the check for &#039;$strafe retreat collide time:&#039; is true. Default is 200 meters.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 200.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe stops after time unhit:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the time duration of a strafing run when attacking a big ship if the attacking ship has not been hit. After this time elapses the AI will stop the current strafing run and loop back to logic of determining of whether or not to do another strafing run. Set higher to allow for longer duration strafing runs. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 20.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard uses big-orbit for target radius above:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the radius of a guardee ship that will trigger the guarder to use the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. This &#039;big guard&#039; mode differs from normal guard, where the AI will attempt to match the speed of the guardee if it is moving, and if it is stationary, it will fly somewhat randomly in circles around it.   &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 500.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard with big-orbit uses max speed percent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets maximum percent velocity of a guarder ship when it is using the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. By default, this value is 1.0, where the AI will fly around this cylindrical shape at full throttle. Value must be greater than 0 and less than or equal to 1. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)}}&lt;br /&gt;
&lt;br /&gt;
===$attack-any idle circle distance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Ships with the &#039;attack-any&#039; order will circle around an invisible point if there are no hostile present. This value sets the radius of how big of a circle to fly around while the AI waits for new hostiles to arrive.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 100.0)}}&lt;br /&gt;
&lt;br /&gt;
===$fix ai target recovery:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes several target recovery bugs: fighters/bombers if strafing a large ship and that large ship dies or departs; ships being assigned a target that they don&#039;t actively pursue; and generally ships ending up in AIM_NONE while still holding a standing attack order.  These typically manifest as a ship slowing down to 0 and then not moving until another order is issued.  Enabling this flag allows the AI to recover properly from these situations.  Note that this flag applies to orders where the AI chooses its own target; an invalid specific target will still be assigned and will cause the ship to slow down to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI Shield Manage Delay:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class shield manage delay. By default, Friendly ships always use the second value in &#039;&#039;&#039;AI Shield Manage Delay:&#039;&#039;&#039; from default AI profile.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI shield management bug:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes an edge-case bug with shield management where the AI will not direct shield energy to a quadrant if it was hit when that quadrant was down. In other words, if a shield quadrant is knocked down to 0 and continues to be shot the AI will not realize it needs to direct energy to that quadrant. Enabling this flag allows the AI to properly recognize which quadrant is in danger and needs additional recharge. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI balances shields instead of directs when attacked:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO AI on ships that manage shields will direct shield energy to a quadrant that was recently hit. If this flag is enabled the AI will always balance shields instead, which can be useful depending on the situation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$disable AI transferring energy:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Prevents AI ships from transferring energy between weapons and shields. AI ships are allowed to attempt transferring energy by default, but some mods may disable this feature for the mod and wish to also ensure the AI does not use it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$enable freespace 1 style missile behavior:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Weapons.tbl#.22freespace_1_missile_behavior.22|Can be applied on a per-weapon basis]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS uses ship class power output:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Connects the &#039;&#039;&#039;$Power Output:&#039;&#039;&#039; field in a ship class entry to the ETS system.  The ship&#039;s power output will serve as a multiplier for ETS energy flowing to guns, shields, and engines, modifying their recharge rates accordingly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS energy same regardless of system presence:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Pro-rates available ETS energy according to the number of systems available.  Normally, for ships without a shield system, FreeSpace behaves as if all shield energy is redirected to guns and engines.  Consequently, weapons and afterburner will recharge faster, and a ship&#039;s default speed will be higher, than if shields were present.  When this flag is enabled, available ETS energy is scaled so that the rates are the same in both situations.&lt;br /&gt;
*This flag presents certain trade-offs.  On one hand, this flag avoids the possibly surprising behavior of ships performing, in shieldless engagements, better than one might expect from the table entry.  On the other hand, see the next bullet point.&lt;br /&gt;
*Modders should consider both the gameplay and story aspects of this flag.  From an in-universe perspective, enabling this flag means that, on a shieldless ship, the energy that would otherwise go to shields is expended without effect and is wasted.  Or, looking at it another way, it means that upgrading a ship to have a shield system also entails upgrading the reactor to deliver 50% more energy.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t issue form-on-wing goals at mission start:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, at the beginning of a mission, player wings that do not have an initial goal will be given an initial goal to form on the player. Wings in the loadout screen (aka &amp;quot;starting&amp;quot; wings) will also, if they do not have an initial goal, be issued the same goal if they arrive after mission start. This flag disables that behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$default form-on-wing priority:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*The default goal priority to be used when issuing a form-on-wing order via sexp or script.  If not specified, this is 99.  Note that orders issued via the HUD communications system will use the standard communications priorities (100 for ships and 95 for wings) regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not clear goals when running form-on-wing:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, as soon as a form-on-wing goal is executed by a ship, every goal on that ship is cleared.  Thus the ship will follow the form-on-wing behavior while forgetting both the form goal and all previous goals, and if it receives any other goal in any way, it will immediately begin a new behavior.  This flag prevents the goal clearing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not clear goals when running stay-still:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, as soon as a stay-still goal is executed by a ship, every goal on that ship is cleared.  Thus the ship will follow the stay-still behavior while forgetting both the stay-still goal and all previous goals, and if it receives any other goal in any way, it will immediately begin a new behavior.  This flag prevents the goal clearing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not set override when assigning form-on-wing:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, any form-on-wing goal, regardless of how it is assigned, is given a &amp;lt;tt&amp;gt;Goal_override&amp;lt;/tt&amp;gt; flag.  This causes its goal to be evaluated as the top priority goal, regardless of its actual priority or any other goal&#039;s priority.  This flag prevents &amp;lt;tt&amp;gt;Goal_override&amp;lt;/tt&amp;gt; from being assigned, causing form-on-wing to follow the normal goal prioritization logic.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$purge player-issued form-on-wing after subsequent order:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Causes any form-on-wing goal issued by the player (i.e. via the HUD communications system) to be removed from a ship&#039;s goal list (even if it is not the current goal) when the ship is given another goal of any priority.  This flag can be useful for mods which configure form-on-wing goals to use the same execution and prioritization logic as normal goals.  Since form-on-wing goals are typically temporary, regardless of their priority, this flag enforces that temporary nature.  By using this flag, mission designers can ensure that mission-directed AI goal logic is followed regardless of form-on-wing status.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$cancel future waves of any wing launched from an exited ship:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Infamously, in FSO, a wing whose mothership is destroyed will not, itself, be considered destroyed if it has more waves remaining, because wing cleanup and logging typically only happen when the last ship in the last wave exits the mission. Instead, with no mothership to arrive from, waves will simply no longer arrive. Events that check to see if the wing is destroyed or departed will never fire. This flag fixes that behavior, ensuring that the wing is cleaned up and logged properly, by using the same logic as the enhanced cancel-future-waves SEXP operator.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix &#039;ignore if dead&#039; flag:===&lt;br /&gt;
{{Table260|&lt;br /&gt;
*The subsystem flag &amp;quot;ignore if dead&amp;quot; that many mods use is supposed to &amp;quot;prevent homing weapons from attempting to hit the now destroyed submodel and instead tells them to home on the main hull of the target.&amp;quot; The code was bugged though and unfortunately what ends up happening is that the weapon dumb fire instead of homes. This bug means if you destroy a subsystem with this flag, then lock onto it with an aspect weapon and fire the weapon, the weapon will just dumb fire. Enabling this flag fixes this, and actually makes &amp;quot;ignore if dead&amp;quot; flag work as intended. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no collision avoidance for kamikaze fighters:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Kamikaze fighters will often veer away from their target because they are paradoxically trying not to collide with it.  When this flag is enabled, they will not veer away. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix big ship waypoint completion:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes the &amp;quot;spinning Orion&amp;quot; waypoint completion bug.  When this flag is enabled, a) big ships complete a waypoint within their radius rather than sqrt(radius); and b) completion no longer requires moving 0.1m in a single frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix shockwave expiring before dealing damage:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes shockwave damage so that shockwaves that move faster than 1-frame properly still deal damage. Without this fix it is possible the shockwave may have lifetime shorter than one frame (e.g. high speed, small radius), which by default results in shockwave applying no damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix fighter/bomber AI recovers after engines repaired:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes edge-case of AI of fighters/bombers remaining stationary if their engines were destroyed and then repaired. This could occur if their engines get temporarily disabled and then repaired and their current target dies/departs, and by default this results in the fighter/bomber not moving even when their engines are repaired. Enabling this fix allows the fighter/bomber to avoid this issue and move properly. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&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 Missiles 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,  1.333,0.5,  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;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&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:        0.1,  0.2,  0.35, 0.5,  0.6&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;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&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;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         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>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=67626</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=67626"/>
		<updated>2026-08-28T13:01:27Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: /* $strafe retreat collide time: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-12|72a11fd542671e849042a2e8de0f090e5cbdae0d}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ai_profiles.tbl&#039;&#039;&#039; 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;
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the &amp;quot;FS2 RETAIL&amp;quot; AI profile. It&#039;s usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.&lt;br /&gt;
&lt;br /&gt;
{{Table232| This table can also be called &#039;&#039;&#039;mission_profiles.tbl&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
{{Table232| Can also be extended with &#039;&#039;&#039;xxx-msp.tbm&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;reset last_hit_target_time for player hits&#039;&#039;&#039;}}&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;fix ramming stationary targets bug&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;huge turret weapons ignore bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix linked primary weapon decision bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent turrets targeting too distant bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix heat seekers homing on stealth ships bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;allow vertical dodge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai class bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ai guards specific ship in wing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai path order bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;aspect bomb invulnerability fix&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;use actual primary range&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fighters/bombers with no shields can manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;fixed ship-weapon collisions&#039;&#039;&#039;}}&lt;br /&gt;
{{Table220|&lt;br /&gt;
*&#039;&#039;&#039;fighterbay arrivals use carrier orientation&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent negative turret ammo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix keep-safe-distance&#039;&#039;&#039;}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;fix good-rearm-time bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;no continuous turn on attack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;remove-goal properly removes play-dead order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;ships playing dead don&#039;t manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table234|&lt;br /&gt;
*&#039;&#039;&#039;hud squad messages use tactical disarm/disable&#039;&#039;&#039;}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;debris damage respects &#039;big damage&#039; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;force beam turrets to use normal fov&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;guards ignore protected attackers&#039;&#039;&#039;}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;fix avoid-shockwave bugs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;purge player-issued form-on-wing after subsequent order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table260|&lt;br /&gt;
*&#039;&#039;&#039;$fix &#039;ignore if dead&#039; flag:&#039;&#039;&#039;}}&lt;br /&gt;
{{Table262|&lt;br /&gt;
*&#039;&#039;&#039;$fix ai target recovery:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$no collision avoidance for kamikaze fighters:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$fix big ship waypoint completion:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$fix shockwave expiring before dealing damage:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$fix fighter/bomber AI recovers after engines repaired:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$fix standard strafe:&#039;&#039;&#039;&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 &#039;&#039;&#039;FS2 Retail&#039;&#039;&#039;, 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;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Friendly Fire Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly weapon fire, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Self Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by self-hits, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&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;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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 Missiles 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;
*Note: The alternative spelling &amp;quot;Missles&amp;quot; is also accepted for backwards compatibility reasons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*This number is also checked when a ship checks for a new target, such as using the goal attack-any. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$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;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the time after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI&#039;s aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&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: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&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;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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 for an AI to hesitate about firing a secondary or homing turret weapon at the player. Values range from 0-6, at 0 they will frequently hesitate, at 6 they will never hesitate.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4&lt;br /&gt;
* Mechanic details: AIs are only allowed to fire homing secondaries or turrets with homing weapons at the player in a limited window of time. The window starts every ten seconds, and lasts (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) 7ths of that ten second cycle. Each ship has it&#039;s own cycle, so their windows are not all synchronized.&lt;br /&gt;
* Example: a value of 1 becomes 2/7ths, so ships can fire homing weapons at the player for roughly 2.85 seconds at a time, then are unable to fire them for 7.15 seconds.&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;
===$free afterburner use:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*If set, the AI will use afterburners in more situations.}}&lt;br /&gt;
&lt;br /&gt;
===$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 1.1 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;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$check communications for non-player ships:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, every ship will have the same communications subsystem restrictions as the player, including minimum strength to send messages and EMP scramble status.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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 *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable player secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, players are not allowed to dual-fire their secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$disable ai secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, AIs are not allowed to dual-fire their secondaries.}}&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;
===$fix ramming stationary targets bug:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, AI ships will try not to crash into stationary targets.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3147 Mantis #3147].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, ships that are on different teams and ships that are outside the player&#039;s squadron will be allowed to send death screams.  Additionally, the game will no longer cap a maximum number of screams per mission.  (This flag originated as a customization of message behavior for the Wing Commander Saga mod.)&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform less checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22fov_edge_checks.22|&amp;quot;fov edge checks&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22target_requires_fov.22|&amp;quot;target requires fov&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Normally, 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 flag to YES to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES; to get rid of retail behavior you would specify NO. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Default: NO.&lt;br /&gt;
* When no, when any secondary encounters any beam it is instantly destroyed regardless of if it is marked as interceptable, has a health value, or any other circumstance that would normally apply to interception by other weapons.&lt;br /&gt;
* When true, damage and health values are respected in these circumstances. Secondaries without hitpoints are still destroyed, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*By default, an aspect seeker that&#039;s been decoyed by a CM just flies straight forward, while a heatseeker in the same position will actively home in on the CM.  This flag makes aspect seekers match heatseeker behavior in this regard.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$support don&#039;t add primaries:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, the support ship will not equip a new primary weapon into an empty bank.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$max allies rearming threshold:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*The maximum allowed number of allies that are allowed to be rearming at the same time. It should be noted that the effect is more noticeable at higher numbers.&lt;br /&gt;
*2 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay arrivals use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships arriving via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they exit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay departures use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships departing via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they enter.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris damage respects &#039;big damage&#039; flag:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Causes damage inflicted by debris to be limited by the &#039;big damage&#039; flag in the same way as damage inflicted by weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t limit change in speed due to physics whack:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the speed change due to physics whacks (collision, shockwave, etc.) is unlimited.  Without this flag, the speed change will be capped at 440 m/s if it exceeds 500 m/s.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$guards ignore protected attackers:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the AI will not guard against ships that have the &amp;quot;protect-ship&amp;quot; flag.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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 lose its mind 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;
{{Table260|&lt;br /&gt;
*As of 26.0, the &amp;quot;alt2&amp;quot; mode is available. The alt2 mode is like alt1 but allows shortcutting.}}&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;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$default ship select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$strict turret-tagged-only targeting:===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*When set, newer turret-tagged-only behavior will be enabled.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3114 Mantis #3114].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$aspect bomb invulnerability fix:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs.  Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$glide decay requires thrust:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, gliding ships will maintain their current speed without decay as long as they aren&#039;t actively thrusting.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai can slow down when attacking big ships:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*When set, fighters attacking big ships will slow down depending on how long they&#039;ve been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it&#039;s been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use actual primary range:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$override radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, this value overrides the default distance for determining if a ship had reached a point in a model subsystem path. Useful to allow ships with high damp values to navigate subsystem paths when attacking a subsystem. Must be greater than or equal to 1. If &#039;&#039;&#039;&#039;&#039;$use POF radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set than this override value will only be used if the point in the subsystem path is less than 1 or invalid. &lt;br /&gt;
*5 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use POF radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, the distance for determining if a ship had reached a point in a model subsystem path will be the radius of that path point, not the default distance of 5.  &lt;br /&gt;
*Off by default. If this is set to YES and &#039;&#039;&#039;&#039;&#039;&#039;$override radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set to greater than or equal to 1, then the path point radius will be used. If the path point radius cannot be found or is less than 1 then override radius will be used if it is set to greater than or equal to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$lead indicator second-order prediction factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*This is a 0 to 1 multiplier of a factor to adjust the lead indicator to take into account a ship&#039;s rotational velocity as well as its velocity. This will directly affect autoaim, making it more accurate for turning enemies.&lt;br /&gt;
*This &#039;&#039;will&#039;&#039; make the lead indicator slightly jitterier in general, and does not properly take into account gliding. It is recommended to adjust the value to fit your situation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$no directional bias for missile and ship turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When enabled, this will cause ships and missiles to take direct turning paths to point at their target. This does not directly affect their turning time, but in many situations will result in more efficient paths and a better time-to-target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$respect ship axial turnrate differences:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will use the average of their pitch and heading turn times for their turn time on all axes. If this is enabled the ship will actually use the tabled values for each axis.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;&#039;&#039;:The AI will &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; take this into account when turning, it will always turn directly towards its target, even if it could bank and use a faster axis instead. Use this flag carefully, and make sure that their your ships have exactly the turn times you want for each axis.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$any ship with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on any ship to manage ETS for weapons and engines even if they do not have shields set to on. Do note that in Vanilla FS2, some capital ships can go much faster with this enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighters/bombers with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on fighters and bombers to manage ETS for weapons and engines even if they do have shields set to on.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ships playing dead don&#039;t manage ETS:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Prevents ships from managing their ETS is they are currently playing dead.  Managing ETS could lead to unexpected speed changes in ship-maneuver.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better combat collision avoidance for fightercraft:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while fighting, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.&lt;br /&gt;
*The value is multiplied to a vector proportional the ship&#039;s velocity divided by its rotation time, which roughly determines the minimum distance needed to pull away from an obstacle directly ahead, and the time at which the AI will stop what&#039;s it&#039;s doing to pull away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance for fightercraft includes target:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance to include the target ship it might be attacking. Enabling this can help reduce collisions when attacking if ship speeds in your mod are higher than retail.   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better guard collision avoidance for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while guarding, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat guard avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better guarding collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.&lt;br /&gt;
*The value is multiplied to a vector proportional the ship&#039;s velocity divided by its rotation time, which roughly determines the minimum distance needed to pull away from an obstacle directly ahead, and the time at which the AI will stop what&#039;s it&#039;s doing to pull away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===$firing requires exact los:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause turrets and AI weapons to only fire if they have a clear line of sight from their firing point to their target&#039;s ship&#039;s center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$exact los minimum detection radius:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*The minimum radius of objects that are considered for line-of-sight when using the &#039;&#039;$firing requires exact los:&#039;&#039; flag.  The default is 10.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved missile avoidance for fightercraft:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fighters/bombers will be much more effective at dodging missiles in general. Of note is that AI do not normally care about countermeasure effect range before dropping them (only distance less than 200m), with this flag, they will only drop them if within countermeasure range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI profile countermeasure chance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class profile countermeasure firing chance. By default Friendly ships always use the second value in &#039;&#039;&#039;$AI Countermeasure Firing Chance:&#039;&#039;&#039; from default AI profile. The older name of &amp;quot;$friendly ships use AI profile countermeasure chance:&amp;quot; also enables this flag. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved subsystem attack pathing:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fightercraft will use a somewhat more efficient and faster subsystem attack pathing method.&lt;br /&gt;
*Notably, this method &#039;&#039;does not&#039;&#039; use the path system. Using this flag, aside from docking and fighter bay paths, &#039;&#039;all other&#039;&#039; paths will be ignored and are no longer necessary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fixed ship-weapon collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Fixes an error in ship-weapon collisions which would occasionally cause them to not trigger when they should.&lt;br /&gt;
*Most obvious when projectiles would erroneously bypass a full shield quadrant and damage the hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI secondary range awareness:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Controls if the AI considers weapon range at all when selecting a secondary weapon to attempt to use. Currently available options are:&lt;br /&gt;
*&#039;RETAIL&#039;: The default. After performing filtering logic based on the target types and weapon flags, the AI will select the first valid secondary bank as its active one, regardless of range.&lt;br /&gt;
*&#039;AWARE&#039;: As retail, except that if a weapon is out of range it the AI will keep looking down the list to see if it has a weapon that is in range, and use that instead if it does. All other weapon selection and restriction logic still applies.}}&lt;br /&gt;
&lt;br /&gt;
===$no shield damage from ship collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Normally, the heavier ship in a collision will receive shield damage from the collision if it has one.&lt;br /&gt;
*This disables that, and causes all involved ships to only take hull damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$turret target recheck time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Defines the amount of time between target recalculation for turrets.&lt;br /&gt;
*Affects turret reaction time in all scenarios, acquiring a target from idle, re-affirming the current target, switching to a new target or even a new subsystem on the same target.&lt;br /&gt;
*Be aware setting this value too low can have an extreme performance impact. It is recommended to not set this below 30 ms.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*Default: 2000}}&lt;br /&gt;
&lt;br /&gt;
===$prevent negative turret ammo:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*By default, turrets with ammo would end up firing one extra shot, resulting in a -1 ammo. This flag corrects that behavior, so the ammo count is properly used. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix keep-safe-distance:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Allows any ship flying the keep-safe-distance behavior to turn toward its goal point. Without this flag, ships will fly into the distance in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI ignores aspect lock for leading:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*When off, AI fighters follows retail behavior of aiming directly at a target when using aspect lock missiles. When on AIs ignore this consideration and always lead their targets when attempting to aim at them.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: on}}&lt;br /&gt;
&lt;br /&gt;
===$fix good-rearm-time bug:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the &amp;quot;good rearm time&amp;quot; SEXP to correctly expire (revert to being a &amp;quot;bad rearm time&amp;quot;) at the end of the specified time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no continuous turn on attack:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Prevents an AI behavior where fighters/bombers will spin around for a second or two when they acquire a target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$remove-goal properly removes play-dead order:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes remove-goal to take the ship out of the play-dead AI mode when removing the play-dead goal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrivals not time limited:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes AI to always complete a bay arrival path, even if it takes longer than 10 seconds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use adjusted AI class autoscale:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes autoscaled AI classes to scale only based on the collection of autoscaled AI classes, not all AI classes.  This prevents autoscaled calculations from being skewed by the presence of non-autoscaled classes in the list.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$carry shield difficulty scaling bug:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Enables an erroneous behavior where player damage difficulty scaling is applied twice to damage from area blasts and shockwaves, greatly changing the effective difficulty scaling. This is a &#039;&#039;bug&#039;&#039; that should not be enabled, unless the mod was balanced during the time between 3.6.14 and 23.1 (mods [[Game_settings.tbl#.24Target_Version:|targeting within those versions]] automatically have this flag enabled).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows debris to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$asteroids affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows asteroids to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$dynamic goals afterburn hard:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Will cause all dynamic goals (such as a fighter defending itself, or a fighter chasing an attacker as part of a guard order) to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$player orders afterburn hard:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause all player orders to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use tactical disarm/disable:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Will cause disarm or disable orders issued by the hud squadmsg menu (i.e. player orders) to be &#039;tactical&#039; goals that do not cause the target to be protected from attack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$align to target when guarding stationary ship:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause ships to match the target&#039;s orientation when following a guard order, rather than facing directly away from the target which is the normal behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$rotation factor multiplier for player collisions:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Allows modders to have players experience rotational effects from collisions. This value is multiplied by the value of [https://wiki.hard-light.net/index.php/Ships.tbl#.2BRotation_Factor: $Collision Physics: +Rotation Factor:] in the ships table (which is specified for the ship class).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$fix avoid-shockwave bugs:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes a number of bugs affecting the behavior of AI ships trying to avoid ship or weapon shockwaves.  With this flag enabled, the AI will be aware of the correct homing position and impact position of the weapon being evaded, will check the correct ship for shockwave damage, and will properly update stale shockwave-avoidance data.  See PR 6378 for more details.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix standard strafe:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this will allow AI to be more effective when attacking big ships in standard strafe mode. With this flag off, there were edge cases where the AI would fly to a point to start a strafe, then think it would collide with the target and then retreat from strafe mode, only to realize it was now far enough to re-engage strafe mode, which commonly resulted in AI just flying around not accomplishing much. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe used more:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets if the AI tries to always entry strafe mode when attacking large ships even if there are no hostile fighters nearby. By default the AI will only entry strafe mode if the speed is below &#039;$standard strafe triggers under this speed:&#039; and enemy fighters are nearby.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe triggers under this speed:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the velocity under which the AI checks if they should enter strafe mode when attacking large ships. Setting this value higher, such as 40 if you ship&#039;s max speed is 100, and enabling $standard strafe used more:&#039; will result in the AI strafing by continually moving, instead of parking next to a big ship and blasting it while not moving. In other words, once a ship slows down during attacking, as soon as it drops below the tabled speed (and assuming strafe used more is turned on), it&#039;ll start to strafe instead of slowing down even more.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.0 m/s)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe distance from target bounding box:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the distance at which the AI flies away from their target&#039;s bounding box to attempt a strafing run when attacking large ships. Setting this value higher will result in ships doing fewer longer distance strafing runs.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe retreat collide time:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*For strafe attacks against big ships, small ships calculate a point relative to the big ship they are attacking and move towards during it strafe. This value is how long until the attacking ship will reach the strafe attack point, when duration to the point is less than this value begin retreat from strafe (IE turn around and perform a new strafe). Default is 2.0 seconds. Note, a new strafe will also trigger if the check for &#039;$strafe retreat collide distance:&#039; is true.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 2.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe retreat collide distance:===&lt;br /&gt;
{{Table26.2|&lt;br /&gt;
*For strafe attacks against big ships, small ships calculate a point relative to the big ship they are attacking and move towards during it strafe. This value is the distance until the attacking ship will reach the strafe attack point, when distance to the point is less than this value begin retreat from strafe (IE turn around and perform a new strafe). Note, a new strafe will also trigger if the check for &#039;$strafe retreat collide time:&#039; is true. Default is 200 meters.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 200.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe stops after time unhit:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the time duration of a strafing run when attacking a big ship if the attacking ship has not been hit. After this time elapses the AI will stop the current strafing run and loop back to logic of determining of whether or not to do another strafing run. Set higher to allow for longer duration strafing runs. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 20.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard uses big-orbit for target radius above:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the radius of a guardee ship that will trigger the guarder to use the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. This &#039;big guard&#039; mode differs from normal guard, where the AI will attempt to match the speed of the guardee if it is moving, and if it is stationary, it will fly somewhat randomly in circles around it.   &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 500.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard with big-orbit uses max speed percent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets maximum percent velocity of a guarder ship when it is using the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. By default, this value is 1.0, where the AI will fly around this cylindrical shape at full throttle. Value must be greater than 0 and less than or equal to 1. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)}}&lt;br /&gt;
&lt;br /&gt;
===$attack-any idle circle distance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Ships with the &#039;attack-any&#039; order will circle around an invisible point if there are no hostile present. This value sets the radius of how big of a circle to fly around while the AI waits for new hostiles to arrive.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 100.0)}}&lt;br /&gt;
&lt;br /&gt;
===$fix ai target recovery:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes several target recovery bugs: fighters/bombers if strafing a large ship and that large ship dies or departs; ships being assigned a target that they don&#039;t actively pursue; and generally ships ending up in AIM_NONE while still holding a standing attack order.  These typically manifest as a ship slowing down to 0 and then not moving until another order is issued.  Enabling this flag allows the AI to recover properly from these situations.  Note that this flag applies to orders where the AI chooses its own target; an invalid specific target will still be assigned and will cause the ship to slow down to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI Shield Manage Delay:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class shield manage delay. By default, Friendly ships always use the second value in &#039;&#039;&#039;AI Shield Manage Delay:&#039;&#039;&#039; from default AI profile.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI shield management bug:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes an edge-case bug with shield management where the AI will not direct shield energy to a quadrant if it was hit when that quadrant was down. In other words, if a shield quadrant is knocked down to 0 and continues to be shot the AI will not realize it needs to direct energy to that quadrant. Enabling this flag allows the AI to properly recognize which quadrant is in danger and needs additional recharge. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI balances shields instead of directs when attacked:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO AI on ships that manage shields will direct shield energy to a quadrant that was recently hit. If this flag is enabled the AI will always balance shields instead, which can be useful depending on the situation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$disable AI transferring energy:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Prevents AI ships from transferring energy between weapons and shields. AI ships are allowed to attempt transferring energy by default, but some mods may disable this feature for the mod and wish to also ensure the AI does not use it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$enable freespace 1 style missile behavior:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Weapons.tbl#.22freespace_1_missile_behavior.22|Can be applied on a per-weapon basis]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS uses ship class power output:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Connects the &#039;&#039;&#039;$Power Output:&#039;&#039;&#039; field in a ship class entry to the ETS system.  The ship&#039;s power output will serve as a multiplier for ETS energy flowing to guns, shields, and engines, modifying their recharge rates accordingly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS energy same regardless of system presence:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Pro-rates available ETS energy according to the number of systems available.  Normally, for ships without a shield system, FreeSpace behaves as if all shield energy is redirected to guns and engines.  Consequently, weapons and afterburner will recharge faster, and a ship&#039;s default speed will be higher, than if shields were present.  When this flag is enabled, available ETS energy is scaled so that the rates are the same in both situations.&lt;br /&gt;
*This flag presents certain trade-offs.  On one hand, this flag avoids the possibly surprising behavior of ships performing, in shieldless engagements, better than one might expect from the table entry.  On the other hand, see the next bullet point.&lt;br /&gt;
*Modders should consider both the gameplay and story aspects of this flag.  From an in-universe perspective, enabling this flag means that, on a shieldless ship, the energy that would otherwise go to shields is expended without effect and is wasted.  Or, looking at it another way, it means that upgrading a ship to have a shield system also entails upgrading the reactor to deliver 50% more energy.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t issue form-on-wing goals at mission start:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, at the beginning of a mission, player wings that do not have an initial goal will be given an initial goal to form on the player. Wings in the loadout screen (aka &amp;quot;starting&amp;quot; wings) will also, if they do not have an initial goal, be issued the same goal if they arrive after mission start. This flag disables that behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$default form-on-wing priority:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*The default goal priority to be used when issuing a form-on-wing order via sexp or script.  If not specified, this is 99.  Note that orders issued via the HUD communications system will use the standard communications priorities (100 for ships and 95 for wings) regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not clear goals when running form-on-wing:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, as soon as a form-on-wing goal is executed by a ship, every goal on that ship is cleared.  Thus the ship will follow the form-on-wing behavior while forgetting both the form goal and all previous goals, and if it receives any other goal in any way, it will immediately begin a new behavior.  This flag prevents the goal clearing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not clear goals when running stay-still:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, as soon as a stay-still goal is executed by a ship, every goal on that ship is cleared.  Thus the ship will follow the stay-still behavior while forgetting both the stay-still goal and all previous goals, and if it receives any other goal in any way, it will immediately begin a new behavior.  This flag prevents the goal clearing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not set override when assigning form-on-wing:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, any form-on-wing goal, regardless of how it is assigned, is given a &amp;lt;tt&amp;gt;Goal_override&amp;lt;/tt&amp;gt; flag.  This causes its goal to be evaluated as the top priority goal, regardless of its actual priority or any other goal&#039;s priority.  This flag prevents &amp;lt;tt&amp;gt;Goal_override&amp;lt;/tt&amp;gt; from being assigned, causing form-on-wing to follow the normal goal prioritization logic.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$purge player-issued form-on-wing after subsequent order:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Causes any form-on-wing goal issued by the player (i.e. via the HUD communications system) to be removed from a ship&#039;s goal list (even if it is not the current goal) when the ship is given another goal of any priority.  This flag can be useful for mods which configure form-on-wing goals to use the same execution and prioritization logic as normal goals.  Since form-on-wing goals are typically temporary, regardless of their priority, this flag enforces that temporary nature.  By using this flag, mission designers can ensure that mission-directed AI goal logic is followed regardless of form-on-wing status.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$cancel future waves of any wing launched from an exited ship:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Infamously, in FSO, a wing whose mothership is destroyed will not, itself, be considered destroyed if it has more waves remaining, because wing cleanup and logging typically only happen when the last ship in the last wave exits the mission. Instead, with no mothership to arrive from, waves will simply no longer arrive. Events that check to see if the wing is destroyed or departed will never fire. This flag fixes that behavior, ensuring that the wing is cleaned up and logged properly, by using the same logic as the enhanced cancel-future-waves SEXP operator.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix &#039;ignore if dead&#039; flag:===&lt;br /&gt;
{{Table260|&lt;br /&gt;
*The subsystem flag &amp;quot;ignore if dead&amp;quot; that many mods use is supposed to &amp;quot;prevent homing weapons from attempting to hit the now destroyed submodel and instead tells them to home on the main hull of the target.&amp;quot; The code was bugged though and unfortunately what ends up happening is that the weapon dumb fire instead of homes. This bug means if you destroy a subsystem with this flag, then lock onto it with an aspect weapon and fire the weapon, the weapon will just dumb fire. Enabling this flag fixes this, and actually makes &amp;quot;ignore if dead&amp;quot; flag work as intended. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no collision avoidance for kamikaze fighters:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Kamikaze fighters will often veer away from their target because they are paradoxically trying not to collide with it.  When this flag is enabled, they will not veer away. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix big ship waypoint completion:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes the &amp;quot;spinning Orion&amp;quot; waypoint completion bug.  When this flag is enabled, a) big ships complete a waypoint within their radius rather than sqrt(radius); and b) completion no longer requires moving 0.1m in a single frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix shockwave expiring before dealing damage:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes shockwave damage so that shockwaves that move faster than 1-frame properly still deal damage. Without this fix it is possible the shockwave may have lifetime shorter than one frame (e.g. high speed, small radius), which by default results in shockwave applying no damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix fighter/bomber AI recovers after engines repaired:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes edge-case of AI of fighters/bombers remaining stationary if their engines were destroyed and then repaired. This could occur if their engines get temporarily disabled and then repaired and their current target dies/departs, and by default this results in the fighter/bomber not moving even when their engines are repaired. Enabling this fix allows the fighter/bomber to avoid this issue and move properly. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&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 Missiles 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,  1.333,0.5,  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;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&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:        0.1,  0.2,  0.35, 0.5,  0.6&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;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&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;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         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>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=67625</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=67625"/>
		<updated>2026-08-28T12:59:46Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add $fix standard strafe: to 26.2 default&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-12|72a11fd542671e849042a2e8de0f090e5cbdae0d}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ai_profiles.tbl&#039;&#039;&#039; 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;
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the &amp;quot;FS2 RETAIL&amp;quot; AI profile. It&#039;s usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.&lt;br /&gt;
&lt;br /&gt;
{{Table232| This table can also be called &#039;&#039;&#039;mission_profiles.tbl&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
{{Table232| Can also be extended with &#039;&#039;&#039;xxx-msp.tbm&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;reset last_hit_target_time for player hits&#039;&#039;&#039;}}&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;fix ramming stationary targets bug&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;huge turret weapons ignore bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix linked primary weapon decision bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent turrets targeting too distant bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix heat seekers homing on stealth ships bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;allow vertical dodge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai class bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ai guards specific ship in wing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai path order bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;aspect bomb invulnerability fix&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;use actual primary range&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fighters/bombers with no shields can manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;fixed ship-weapon collisions&#039;&#039;&#039;}}&lt;br /&gt;
{{Table220|&lt;br /&gt;
*&#039;&#039;&#039;fighterbay arrivals use carrier orientation&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent negative turret ammo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix keep-safe-distance&#039;&#039;&#039;}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;fix good-rearm-time bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;no continuous turn on attack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;remove-goal properly removes play-dead order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;ships playing dead don&#039;t manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table234|&lt;br /&gt;
*&#039;&#039;&#039;hud squad messages use tactical disarm/disable&#039;&#039;&#039;}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;debris damage respects &#039;big damage&#039; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;force beam turrets to use normal fov&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;guards ignore protected attackers&#039;&#039;&#039;}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;fix avoid-shockwave bugs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;purge player-issued form-on-wing after subsequent order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table260|&lt;br /&gt;
*&#039;&#039;&#039;$fix &#039;ignore if dead&#039; flag:&#039;&#039;&#039;}}&lt;br /&gt;
{{Table262|&lt;br /&gt;
*&#039;&#039;&#039;$fix ai target recovery:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$no collision avoidance for kamikaze fighters:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$fix big ship waypoint completion:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$fix shockwave expiring before dealing damage:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$fix fighter/bomber AI recovers after engines repaired:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$fix standard strafe:&#039;&#039;&#039;&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 &#039;&#039;&#039;FS2 Retail&#039;&#039;&#039;, 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;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Friendly Fire Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly weapon fire, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Self Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by self-hits, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&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;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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 Missiles 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;
*Note: The alternative spelling &amp;quot;Missles&amp;quot; is also accepted for backwards compatibility reasons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*This number is also checked when a ship checks for a new target, such as using the goal attack-any. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$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;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the time after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI&#039;s aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&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: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&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;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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 for an AI to hesitate about firing a secondary or homing turret weapon at the player. Values range from 0-6, at 0 they will frequently hesitate, at 6 they will never hesitate.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4&lt;br /&gt;
* Mechanic details: AIs are only allowed to fire homing secondaries or turrets with homing weapons at the player in a limited window of time. The window starts every ten seconds, and lasts (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) 7ths of that ten second cycle. Each ship has it&#039;s own cycle, so their windows are not all synchronized.&lt;br /&gt;
* Example: a value of 1 becomes 2/7ths, so ships can fire homing weapons at the player for roughly 2.85 seconds at a time, then are unable to fire them for 7.15 seconds.&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;
===$free afterburner use:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*If set, the AI will use afterburners in more situations.}}&lt;br /&gt;
&lt;br /&gt;
===$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 1.1 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;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$check communications for non-player ships:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, every ship will have the same communications subsystem restrictions as the player, including minimum strength to send messages and EMP scramble status.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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 *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable player secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, players are not allowed to dual-fire their secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$disable ai secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, AIs are not allowed to dual-fire their secondaries.}}&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;
===$fix ramming stationary targets bug:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, AI ships will try not to crash into stationary targets.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3147 Mantis #3147].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, ships that are on different teams and ships that are outside the player&#039;s squadron will be allowed to send death screams.  Additionally, the game will no longer cap a maximum number of screams per mission.  (This flag originated as a customization of message behavior for the Wing Commander Saga mod.)&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform less checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22fov_edge_checks.22|&amp;quot;fov edge checks&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22target_requires_fov.22|&amp;quot;target requires fov&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Normally, 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 flag to YES to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES; to get rid of retail behavior you would specify NO. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Default: NO.&lt;br /&gt;
* When no, when any secondary encounters any beam it is instantly destroyed regardless of if it is marked as interceptable, has a health value, or any other circumstance that would normally apply to interception by other weapons.&lt;br /&gt;
* When true, damage and health values are respected in these circumstances. Secondaries without hitpoints are still destroyed, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*By default, an aspect seeker that&#039;s been decoyed by a CM just flies straight forward, while a heatseeker in the same position will actively home in on the CM.  This flag makes aspect seekers match heatseeker behavior in this regard.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$support don&#039;t add primaries:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, the support ship will not equip a new primary weapon into an empty bank.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$max allies rearming threshold:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*The maximum allowed number of allies that are allowed to be rearming at the same time. It should be noted that the effect is more noticeable at higher numbers.&lt;br /&gt;
*2 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay arrivals use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships arriving via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they exit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay departures use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships departing via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they enter.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris damage respects &#039;big damage&#039; flag:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Causes damage inflicted by debris to be limited by the &#039;big damage&#039; flag in the same way as damage inflicted by weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t limit change in speed due to physics whack:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the speed change due to physics whacks (collision, shockwave, etc.) is unlimited.  Without this flag, the speed change will be capped at 440 m/s if it exceeds 500 m/s.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$guards ignore protected attackers:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the AI will not guard against ships that have the &amp;quot;protect-ship&amp;quot; flag.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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 lose its mind 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;
{{Table260|&lt;br /&gt;
*As of 26.0, the &amp;quot;alt2&amp;quot; mode is available. The alt2 mode is like alt1 but allows shortcutting.}}&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;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$default ship select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$strict turret-tagged-only targeting:===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*When set, newer turret-tagged-only behavior will be enabled.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3114 Mantis #3114].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$aspect bomb invulnerability fix:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs.  Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$glide decay requires thrust:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, gliding ships will maintain their current speed without decay as long as they aren&#039;t actively thrusting.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai can slow down when attacking big ships:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*When set, fighters attacking big ships will slow down depending on how long they&#039;ve been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it&#039;s been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use actual primary range:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$override radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, this value overrides the default distance for determining if a ship had reached a point in a model subsystem path. Useful to allow ships with high damp values to navigate subsystem paths when attacking a subsystem. Must be greater than or equal to 1. If &#039;&#039;&#039;&#039;&#039;$use POF radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set than this override value will only be used if the point in the subsystem path is less than 1 or invalid. &lt;br /&gt;
*5 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use POF radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, the distance for determining if a ship had reached a point in a model subsystem path will be the radius of that path point, not the default distance of 5.  &lt;br /&gt;
*Off by default. If this is set to YES and &#039;&#039;&#039;&#039;&#039;&#039;$override radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set to greater than or equal to 1, then the path point radius will be used. If the path point radius cannot be found or is less than 1 then override radius will be used if it is set to greater than or equal to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$lead indicator second-order prediction factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*This is a 0 to 1 multiplier of a factor to adjust the lead indicator to take into account a ship&#039;s rotational velocity as well as its velocity. This will directly affect autoaim, making it more accurate for turning enemies.&lt;br /&gt;
*This &#039;&#039;will&#039;&#039; make the lead indicator slightly jitterier in general, and does not properly take into account gliding. It is recommended to adjust the value to fit your situation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$no directional bias for missile and ship turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When enabled, this will cause ships and missiles to take direct turning paths to point at their target. This does not directly affect their turning time, but in many situations will result in more efficient paths and a better time-to-target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$respect ship axial turnrate differences:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will use the average of their pitch and heading turn times for their turn time on all axes. If this is enabled the ship will actually use the tabled values for each axis.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;&#039;&#039;:The AI will &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; take this into account when turning, it will always turn directly towards its target, even if it could bank and use a faster axis instead. Use this flag carefully, and make sure that their your ships have exactly the turn times you want for each axis.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$any ship with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on any ship to manage ETS for weapons and engines even if they do not have shields set to on. Do note that in Vanilla FS2, some capital ships can go much faster with this enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighters/bombers with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on fighters and bombers to manage ETS for weapons and engines even if they do have shields set to on.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ships playing dead don&#039;t manage ETS:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Prevents ships from managing their ETS is they are currently playing dead.  Managing ETS could lead to unexpected speed changes in ship-maneuver.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better combat collision avoidance for fightercraft:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while fighting, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.&lt;br /&gt;
*The value is multiplied to a vector proportional the ship&#039;s velocity divided by its rotation time, which roughly determines the minimum distance needed to pull away from an obstacle directly ahead, and the time at which the AI will stop what&#039;s it&#039;s doing to pull away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance for fightercraft includes target:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance to include the target ship it might be attacking. Enabling this can help reduce collisions when attacking if ship speeds in your mod are higher than retail.   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better guard collision avoidance for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while guarding, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat guard avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better guarding collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.&lt;br /&gt;
*The value is multiplied to a vector proportional the ship&#039;s velocity divided by its rotation time, which roughly determines the minimum distance needed to pull away from an obstacle directly ahead, and the time at which the AI will stop what&#039;s it&#039;s doing to pull away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===$firing requires exact los:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause turrets and AI weapons to only fire if they have a clear line of sight from their firing point to their target&#039;s ship&#039;s center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$exact los minimum detection radius:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*The minimum radius of objects that are considered for line-of-sight when using the &#039;&#039;$firing requires exact los:&#039;&#039; flag.  The default is 10.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved missile avoidance for fightercraft:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fighters/bombers will be much more effective at dodging missiles in general. Of note is that AI do not normally care about countermeasure effect range before dropping them (only distance less than 200m), with this flag, they will only drop them if within countermeasure range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI profile countermeasure chance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class profile countermeasure firing chance. By default Friendly ships always use the second value in &#039;&#039;&#039;$AI Countermeasure Firing Chance:&#039;&#039;&#039; from default AI profile. The older name of &amp;quot;$friendly ships use AI profile countermeasure chance:&amp;quot; also enables this flag. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved subsystem attack pathing:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fightercraft will use a somewhat more efficient and faster subsystem attack pathing method.&lt;br /&gt;
*Notably, this method &#039;&#039;does not&#039;&#039; use the path system. Using this flag, aside from docking and fighter bay paths, &#039;&#039;all other&#039;&#039; paths will be ignored and are no longer necessary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fixed ship-weapon collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Fixes an error in ship-weapon collisions which would occasionally cause them to not trigger when they should.&lt;br /&gt;
*Most obvious when projectiles would erroneously bypass a full shield quadrant and damage the hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI secondary range awareness:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Controls if the AI considers weapon range at all when selecting a secondary weapon to attempt to use. Currently available options are:&lt;br /&gt;
*&#039;RETAIL&#039;: The default. After performing filtering logic based on the target types and weapon flags, the AI will select the first valid secondary bank as its active one, regardless of range.&lt;br /&gt;
*&#039;AWARE&#039;: As retail, except that if a weapon is out of range it the AI will keep looking down the list to see if it has a weapon that is in range, and use that instead if it does. All other weapon selection and restriction logic still applies.}}&lt;br /&gt;
&lt;br /&gt;
===$no shield damage from ship collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Normally, the heavier ship in a collision will receive shield damage from the collision if it has one.&lt;br /&gt;
*This disables that, and causes all involved ships to only take hull damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$turret target recheck time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Defines the amount of time between target recalculation for turrets.&lt;br /&gt;
*Affects turret reaction time in all scenarios, acquiring a target from idle, re-affirming the current target, switching to a new target or even a new subsystem on the same target.&lt;br /&gt;
*Be aware setting this value too low can have an extreme performance impact. It is recommended to not set this below 30 ms.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*Default: 2000}}&lt;br /&gt;
&lt;br /&gt;
===$prevent negative turret ammo:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*By default, turrets with ammo would end up firing one extra shot, resulting in a -1 ammo. This flag corrects that behavior, so the ammo count is properly used. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix keep-safe-distance:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Allows any ship flying the keep-safe-distance behavior to turn toward its goal point. Without this flag, ships will fly into the distance in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI ignores aspect lock for leading:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*When off, AI fighters follows retail behavior of aiming directly at a target when using aspect lock missiles. When on AIs ignore this consideration and always lead their targets when attempting to aim at them.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: on}}&lt;br /&gt;
&lt;br /&gt;
===$fix good-rearm-time bug:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the &amp;quot;good rearm time&amp;quot; SEXP to correctly expire (revert to being a &amp;quot;bad rearm time&amp;quot;) at the end of the specified time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no continuous turn on attack:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Prevents an AI behavior where fighters/bombers will spin around for a second or two when they acquire a target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$remove-goal properly removes play-dead order:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes remove-goal to take the ship out of the play-dead AI mode when removing the play-dead goal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrivals not time limited:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes AI to always complete a bay arrival path, even if it takes longer than 10 seconds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use adjusted AI class autoscale:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes autoscaled AI classes to scale only based on the collection of autoscaled AI classes, not all AI classes.  This prevents autoscaled calculations from being skewed by the presence of non-autoscaled classes in the list.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$carry shield difficulty scaling bug:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Enables an erroneous behavior where player damage difficulty scaling is applied twice to damage from area blasts and shockwaves, greatly changing the effective difficulty scaling. This is a &#039;&#039;bug&#039;&#039; that should not be enabled, unless the mod was balanced during the time between 3.6.14 and 23.1 (mods [[Game_settings.tbl#.24Target_Version:|targeting within those versions]] automatically have this flag enabled).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows debris to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$asteroids affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows asteroids to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$dynamic goals afterburn hard:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Will cause all dynamic goals (such as a fighter defending itself, or a fighter chasing an attacker as part of a guard order) to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$player orders afterburn hard:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause all player orders to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use tactical disarm/disable:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Will cause disarm or disable orders issued by the hud squadmsg menu (i.e. player orders) to be &#039;tactical&#039; goals that do not cause the target to be protected from attack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$align to target when guarding stationary ship:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause ships to match the target&#039;s orientation when following a guard order, rather than facing directly away from the target which is the normal behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$rotation factor multiplier for player collisions:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Allows modders to have players experience rotational effects from collisions. This value is multiplied by the value of [https://wiki.hard-light.net/index.php/Ships.tbl#.2BRotation_Factor: $Collision Physics: +Rotation Factor:] in the ships table (which is specified for the ship class).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$fix avoid-shockwave bugs:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes a number of bugs affecting the behavior of AI ships trying to avoid ship or weapon shockwaves.  With this flag enabled, the AI will be aware of the correct homing position and impact position of the weapon being evaded, will check the correct ship for shockwave damage, and will properly update stale shockwave-avoidance data.  See PR 6378 for more details.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix standard strafe:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this will allow AI to be more effective when attacking big ships in standard strafe mode. With this flag off, there were edge cases where the AI would fly to a point to start a strafe, then think it would collide with the target and then retreat from strafe mode, only to realize it was now far enough to re-engage strafe mode, which commonly resulted in AI just flying around not accomplishing much. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe used more:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets if the AI tries to always entry strafe mode when attacking large ships even if there are no hostile fighters nearby. By default the AI will only entry strafe mode if the speed is below &#039;$standard strafe triggers under this speed:&#039; and enemy fighters are nearby.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe triggers under this speed:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the velocity under which the AI checks if they should enter strafe mode when attacking large ships. Setting this value higher, such as 40 if you ship&#039;s max speed is 100, and enabling $standard strafe used more:&#039; will result in the AI strafing by continually moving, instead of parking next to a big ship and blasting it while not moving. In other words, once a ship slows down during attacking, as soon as it drops below the tabled speed (and assuming strafe used more is turned on), it&#039;ll start to strafe instead of slowing down even more.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.0 m/s)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe distance from target bounding box:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the distance at which the AI flies away from their target&#039;s bounding box to attempt a strafing run when attacking large ships. Setting this value higher will result in ships doing fewer longer distance strafing runs.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe retreat collide time:===&lt;br /&gt;
{{Table26.2|&lt;br /&gt;
*For strafe attacks against big ships, small ships calculate a point relative to the big ship they are attacking and move towards during it strafe. This value is how long until the attacking ship will reach the strafe attack point, when duration to the point is less than this value begin retreat from strafe (IE turn around and perform a new strafe). Default is 2.0 seconds. Note, a new strafe will also trigger if the check for &#039;$strafe retreat collide distance:&#039; is true.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 2.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe retreat collide distance:===&lt;br /&gt;
{{Table26.2|&lt;br /&gt;
*For strafe attacks against big ships, small ships calculate a point relative to the big ship they are attacking and move towards during it strafe. This value is the distance until the attacking ship will reach the strafe attack point, when distance to the point is less than this value begin retreat from strafe (IE turn around and perform a new strafe). Note, a new strafe will also trigger if the check for &#039;$strafe retreat collide time:&#039; is true. Default is 200 meters.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 200.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe stops after time unhit:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the time duration of a strafing run when attacking a big ship if the attacking ship has not been hit. After this time elapses the AI will stop the current strafing run and loop back to logic of determining of whether or not to do another strafing run. Set higher to allow for longer duration strafing runs. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 20.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard uses big-orbit for target radius above:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the radius of a guardee ship that will trigger the guarder to use the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. This &#039;big guard&#039; mode differs from normal guard, where the AI will attempt to match the speed of the guardee if it is moving, and if it is stationary, it will fly somewhat randomly in circles around it.   &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 500.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard with big-orbit uses max speed percent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets maximum percent velocity of a guarder ship when it is using the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. By default, this value is 1.0, where the AI will fly around this cylindrical shape at full throttle. Value must be greater than 0 and less than or equal to 1. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)}}&lt;br /&gt;
&lt;br /&gt;
===$attack-any idle circle distance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Ships with the &#039;attack-any&#039; order will circle around an invisible point if there are no hostile present. This value sets the radius of how big of a circle to fly around while the AI waits for new hostiles to arrive.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 100.0)}}&lt;br /&gt;
&lt;br /&gt;
===$fix ai target recovery:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes several target recovery bugs: fighters/bombers if strafing a large ship and that large ship dies or departs; ships being assigned a target that they don&#039;t actively pursue; and generally ships ending up in AIM_NONE while still holding a standing attack order.  These typically manifest as a ship slowing down to 0 and then not moving until another order is issued.  Enabling this flag allows the AI to recover properly from these situations.  Note that this flag applies to orders where the AI chooses its own target; an invalid specific target will still be assigned and will cause the ship to slow down to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI Shield Manage Delay:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class shield manage delay. By default, Friendly ships always use the second value in &#039;&#039;&#039;AI Shield Manage Delay:&#039;&#039;&#039; from default AI profile.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI shield management bug:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes an edge-case bug with shield management where the AI will not direct shield energy to a quadrant if it was hit when that quadrant was down. In other words, if a shield quadrant is knocked down to 0 and continues to be shot the AI will not realize it needs to direct energy to that quadrant. Enabling this flag allows the AI to properly recognize which quadrant is in danger and needs additional recharge. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI balances shields instead of directs when attacked:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO AI on ships that manage shields will direct shield energy to a quadrant that was recently hit. If this flag is enabled the AI will always balance shields instead, which can be useful depending on the situation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$disable AI transferring energy:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Prevents AI ships from transferring energy between weapons and shields. AI ships are allowed to attempt transferring energy by default, but some mods may disable this feature for the mod and wish to also ensure the AI does not use it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$enable freespace 1 style missile behavior:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Weapons.tbl#.22freespace_1_missile_behavior.22|Can be applied on a per-weapon basis]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS uses ship class power output:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Connects the &#039;&#039;&#039;$Power Output:&#039;&#039;&#039; field in a ship class entry to the ETS system.  The ship&#039;s power output will serve as a multiplier for ETS energy flowing to guns, shields, and engines, modifying their recharge rates accordingly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS energy same regardless of system presence:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Pro-rates available ETS energy according to the number of systems available.  Normally, for ships without a shield system, FreeSpace behaves as if all shield energy is redirected to guns and engines.  Consequently, weapons and afterburner will recharge faster, and a ship&#039;s default speed will be higher, than if shields were present.  When this flag is enabled, available ETS energy is scaled so that the rates are the same in both situations.&lt;br /&gt;
*This flag presents certain trade-offs.  On one hand, this flag avoids the possibly surprising behavior of ships performing, in shieldless engagements, better than one might expect from the table entry.  On the other hand, see the next bullet point.&lt;br /&gt;
*Modders should consider both the gameplay and story aspects of this flag.  From an in-universe perspective, enabling this flag means that, on a shieldless ship, the energy that would otherwise go to shields is expended without effect and is wasted.  Or, looking at it another way, it means that upgrading a ship to have a shield system also entails upgrading the reactor to deliver 50% more energy.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t issue form-on-wing goals at mission start:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, at the beginning of a mission, player wings that do not have an initial goal will be given an initial goal to form on the player. Wings in the loadout screen (aka &amp;quot;starting&amp;quot; wings) will also, if they do not have an initial goal, be issued the same goal if they arrive after mission start. This flag disables that behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$default form-on-wing priority:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*The default goal priority to be used when issuing a form-on-wing order via sexp or script.  If not specified, this is 99.  Note that orders issued via the HUD communications system will use the standard communications priorities (100 for ships and 95 for wings) regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not clear goals when running form-on-wing:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, as soon as a form-on-wing goal is executed by a ship, every goal on that ship is cleared.  Thus the ship will follow the form-on-wing behavior while forgetting both the form goal and all previous goals, and if it receives any other goal in any way, it will immediately begin a new behavior.  This flag prevents the goal clearing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not clear goals when running stay-still:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, as soon as a stay-still goal is executed by a ship, every goal on that ship is cleared.  Thus the ship will follow the stay-still behavior while forgetting both the stay-still goal and all previous goals, and if it receives any other goal in any way, it will immediately begin a new behavior.  This flag prevents the goal clearing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not set override when assigning form-on-wing:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, any form-on-wing goal, regardless of how it is assigned, is given a &amp;lt;tt&amp;gt;Goal_override&amp;lt;/tt&amp;gt; flag.  This causes its goal to be evaluated as the top priority goal, regardless of its actual priority or any other goal&#039;s priority.  This flag prevents &amp;lt;tt&amp;gt;Goal_override&amp;lt;/tt&amp;gt; from being assigned, causing form-on-wing to follow the normal goal prioritization logic.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$purge player-issued form-on-wing after subsequent order:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Causes any form-on-wing goal issued by the player (i.e. via the HUD communications system) to be removed from a ship&#039;s goal list (even if it is not the current goal) when the ship is given another goal of any priority.  This flag can be useful for mods which configure form-on-wing goals to use the same execution and prioritization logic as normal goals.  Since form-on-wing goals are typically temporary, regardless of their priority, this flag enforces that temporary nature.  By using this flag, mission designers can ensure that mission-directed AI goal logic is followed regardless of form-on-wing status.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$cancel future waves of any wing launched from an exited ship:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Infamously, in FSO, a wing whose mothership is destroyed will not, itself, be considered destroyed if it has more waves remaining, because wing cleanup and logging typically only happen when the last ship in the last wave exits the mission. Instead, with no mothership to arrive from, waves will simply no longer arrive. Events that check to see if the wing is destroyed or departed will never fire. This flag fixes that behavior, ensuring that the wing is cleaned up and logged properly, by using the same logic as the enhanced cancel-future-waves SEXP operator.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix &#039;ignore if dead&#039; flag:===&lt;br /&gt;
{{Table260|&lt;br /&gt;
*The subsystem flag &amp;quot;ignore if dead&amp;quot; that many mods use is supposed to &amp;quot;prevent homing weapons from attempting to hit the now destroyed submodel and instead tells them to home on the main hull of the target.&amp;quot; The code was bugged though and unfortunately what ends up happening is that the weapon dumb fire instead of homes. This bug means if you destroy a subsystem with this flag, then lock onto it with an aspect weapon and fire the weapon, the weapon will just dumb fire. Enabling this flag fixes this, and actually makes &amp;quot;ignore if dead&amp;quot; flag work as intended. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no collision avoidance for kamikaze fighters:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Kamikaze fighters will often veer away from their target because they are paradoxically trying not to collide with it.  When this flag is enabled, they will not veer away. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix big ship waypoint completion:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes the &amp;quot;spinning Orion&amp;quot; waypoint completion bug.  When this flag is enabled, a) big ships complete a waypoint within their radius rather than sqrt(radius); and b) completion no longer requires moving 0.1m in a single frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix shockwave expiring before dealing damage:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes shockwave damage so that shockwaves that move faster than 1-frame properly still deal damage. Without this fix it is possible the shockwave may have lifetime shorter than one frame (e.g. high speed, small radius), which by default results in shockwave applying no damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix fighter/bomber AI recovers after engines repaired:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes edge-case of AI of fighters/bombers remaining stationary if their engines were destroyed and then repaired. This could occur if their engines get temporarily disabled and then repaired and their current target dies/departs, and by default this results in the fighter/bomber not moving even when their engines are repaired. Enabling this fix allows the fighter/bomber to avoid this issue and move properly. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&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 Missiles 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,  1.333,0.5,  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;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&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:        0.1,  0.2,  0.35, 0.5,  0.6&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;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&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;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         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>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=67612</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=67612"/>
		<updated>2026-08-16T16:37:42Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: $Always show selected item in Comms Gauge:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-10|642111676012bc6696f4024c40296a6c20b3b958}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;game_settings.tbl&#039;&#039;&#039;, also known as mod.tbl, defines options that can be changed globally.  All settings are optional.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl#$Target_Version:|target version]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table220|&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Turret_Collisions:|Fixed Turret Collisions]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Missile_Detonation:|Fixed Missile Detonation]]&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Damage_All_Object_Types_Once:|Shockwaves Damage All Object Types Once]]&lt;br /&gt;
*[[game_settings.tbl#$AI_use_framerate_independent_turning:|AI use framerate independent turning]]&lt;br /&gt;
*[[game_settings.tbl#$Use_host_orientation_for_set-camera-facing:|Use host orientation for set-camera-facing]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table230|&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Inherit_Parent_Weapon_Damage_Type:|Shockwaves Inherit Parent Weapon Damage Type]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Chaining_To_Repeating_Events:|Fixed Chaining To Repeating Events]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*[[game_settings.tbl#$Calculate_subsystem_hitpoints_after_parsing:|Calculate subsystem hitpoints after parsing]]}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*[[game_settings.tbl#$Fix_scripted_velocity:|Fix scripted velocity]]}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*[[game_settings.tbl#$Use_model_eyepoint_for_set-camera-host:|Use model eyepoint for set-camera-host]]&lt;br /&gt;
*[[game_settings.tbl#$Use_model_eyepoint_normals:|Use model eyepoint normals]]&lt;br /&gt;
*[[game_settings.tbl#$Fix_asteroid/debris_field_bounding_box_checks:|Fix asteroid/debris field bounding box checks]]&lt;br /&gt;
*[[game_settings.tbl#$Disable_expensive_turret_target_check:|Disable expensive turret target check]]&lt;br /&gt;
*[[game_settings.tbl#$Skybox_internal_depth_consistency:|Skybox internal depth consistency]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table260|&lt;br /&gt;
*[[game_settings.tbl#$Zero-radius_explosions_skip_fireballs:|Zero-radius explosions skip fireballs]]&lt;br /&gt;
*[[game_settings.tbl#$Render_insignias_as_decals:|Render insignias as decals:]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GAME SETTINGS==&lt;br /&gt;
Contains settings that affect how the engine works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Version:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Specifies the minimum version of FreeSpace Open that this mod supports. If the version specified here is greater than the version of the current build, an error message is displayed.&lt;br /&gt;
}}&lt;br /&gt;
{{Table381|&lt;br /&gt;
The $Minimum version option has been renamed to $Target Version. The old name is kept with the same functionality for backwards-compatibility.&lt;br /&gt;
&lt;br /&gt;
The target version specifies what version of the FSO engine this mod was created for. It will be used by the engine to enable or disable backwards-incompatible changes by default. The default value is 2.0 which specifies that the mod targets the retail engine version.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Major:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the major component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Minor:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the minor component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;7&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Build:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the build component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Revision:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any).&lt;br /&gt;
For nightly builds this is the date in YYYYMMDD format.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;20151121&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window title:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the name of the FSO window when this mod is running. If blank or unspecified, the window will have the default title of &amp;quot;FreeSpace 2&amp;quot;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window icon:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the icon filename of the FSO window when this mod is running. If blank or unspecified, the window will have the default icon.&lt;br /&gt;
&lt;br /&gt;
The icon should be in data/maps or data/interface, and can apparently be any single-frame image format supported by FSO. The default icon is .png.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Mod title:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the title of the mod and will be displayed at the mainhall near the FSO version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod title on its own.  Previously, the mod version was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod version:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the version of the mod and will be displayed at the mainhall near the FSO version. Can be a string or it can be semantic versioning such as 2.0.0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod version on its own.  Previously, the mod title was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unicode mode:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Enabled the Unicode text mode for this mod. In Unicode mode all text is assumed to be UTF-8 encoded Unicode and certain features are disabled if they do not have full Unicode support. Most notably, if this is enabled then the engine will no longer support the old bitmap fonts that were used by Retail FreeSpace. Only the newer TrueType fonts will be supported.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash screens:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Defines a list of splash screens that FSO can display upon game startup. The actual image displayed is chosen at random from the applicable entries. Entries with exact aspect ratio matches will be prioritized first, followed by aspect ratio ranged matches, followed by entries without an aspect ratio specified.}}&lt;br /&gt;
&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The name of the bitmap to use as a splash screen. Extension will be removed if included.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Bitmap: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio matches the specified number within +/- 0.01.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Min:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at least the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Min: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Max:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at most the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Max: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade in time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade in.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade out time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Center splash logo:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets whether the splash logo will be displayed in the middle of the screen.  If this is false (the default), it will be displayed at the top-left.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable FSO Internal Loadout Restoration System:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
When the player configures the ships and weapons of the wings in the loadout screen, FSO will remember these settings and attempt to apply them again if the player quits the mission and comes back to it later.  FSO will only remember the most recent mission&#039;s loadout, so it will not attempt to restore the loadout if the player loads a different mission.  It will also not attempt this if the mission&#039;s &#039;&#039;$Modified:&#039;&#039; date has changed.  This flag can be used to prevent FSO from attempting restoration even if it normally would.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lua API returns nil instead of invalid object:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
A design choice very early in FSO&#039;s scripting development established that invalid results return invalid objects.  By using this flag, invalid results will return nil instead.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#LOCALIZATION SETTINGS==&lt;br /&gt;
Contains various settings related to localization and language support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use tabled strings for the default language:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Causes the game to use the text in strings.tbl and tstrings.tbl even when the current language is English.  By default, the game will use the literal text in the source code and the data files (tables and missions) and will not look up the entry when the language is English.  For other languages, the translation is always used, if it exists, regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t initalize built-in languages by default:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
Prevent FSO from initializing the three additional built-in languages (German, French, and Polish).  This allows mods which don&#039;t support those languages to remove them from the SCPUI language selector.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t pre-empt training message voice:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Prevents training messages from being interrupted by other training messages.  If a training message has a voice file associated with it, or simulated speech is active, the next message will not be played until the current message has finished.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
This group contains various Campaign related settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Ignored Campaign File Names===&lt;br /&gt;
Defines which campaigns, if present, will not appear in the Campaign Room. In the original implementation, only single-player campaigns could be ignored and file extensions were required, but see below.&lt;br /&gt;
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}&lt;br /&gt;
{{Table382|As of 3.8.2, file name comparisons are not case sensitive and multiplayer campaigns can be ignored.}}&lt;br /&gt;
====$Campaign File Name:====&lt;br /&gt;
File name of the campaign to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===#Ignored Mission File Names===&lt;br /&gt;
{{Table382|Defines which standalone missions, if present, will not appear in the Tech Room or Multiplayer Lobby.  Both single-player and multiplayer missions can be ignored, but missions which appear in a campaign cannot.  File extensions are not required and, if present, are removed by the code.  File name comparisons are not case sensitive.&lt;br /&gt;
====$Mission File Name:====&lt;br /&gt;
File name of the mission to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Red-alert applies to delayed ships:===&lt;br /&gt;
{{Table372|Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#HUD SETTINGS==&lt;br /&gt;
This group contains various HUD behavior settings and overrides&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 0 ms&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene camera displays HUD:===&lt;br /&gt;
Show the HUD when the cutscene camera is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Full color head animations:===&lt;br /&gt;
Enables full-color head ANIs. Normal head ANIs will appear in gray.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t automatically select a turret when targeting a ship:===&lt;br /&gt;
{{Table220|Uses FS1 behavior where targeting a new ship did not target any turrets.  In FS2 a turret is automatically targeted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Auto select subsystem under reticle when targeting same ship:===&lt;br /&gt;
{{Table242|This is a streamlining of functionality, that makes it so one doesn&#039;t need to hit a second key to select the subsystem under the reticle. Instead once you have the capital ship selected, hit Target Under Reticle and it will target a subsystem under the reticle if the feature is enabled and there isn&#039;t a new target under the reticle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supernova hits at zero:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Adjusts the HUD timer so that the timer reaches zero when the supernova hits the player.  The actual timing is not affected -- whether the flag is enabled or not, the supernova will always hit the player when 5 seconds remain in the time specified in the sexp.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always warn player about unbound keys used in Directives Gauge:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Ensures that the &amp;quot;Key Unbound&amp;quot; message will pop up for a directive with an unbound key in any single-player mission, not just a training mission. Note, that the default string (index 426) will still say &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with training.&amp;quot; Thus, it is advised to change the string at index 426 using the -lcl.tbm to &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with this mission.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD drop shadows enabled by default:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If this flag is active, certain elements displayed on the HUD (all text, the main targeting reticle, and the background of the ETS gauges) will have a &amp;quot;drop shadow&amp;quot; effect.  Note that whether or not the flag is active, the player can set this using the &amp;quot;Toggle HUD Drop Shadows&amp;quot; control.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify scanning behavior:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Unifies scanning behavior between subsystem, regular, and cargo allowing missions to use all scan types in all situations.&lt;br /&gt;
*Also allows changing the &amp;quot;Cargo:&amp;quot; text line in a mission by adding &amp;quot;$Cargo Title: STRING&amp;quot; after the &amp;quot;$Cargo 1:&amp;quot; or &amp;quot;$Cargo 2:&amp;quot; lines in the mission file. FRED UI support not yet added for $Cargo Title so you have to do it manually.&lt;br /&gt;
*When this flag is enabled, all ships, no matter the ship class, will react the same way to the cargo-related or scanning-related ship flags:&lt;br /&gt;
**They are not scannable by default&lt;br /&gt;
**Setting the &amp;quot;scannable&amp;quot; flag makes them scannable, and scanning the subsystem will reveal the cargo&lt;br /&gt;
**A new flag available with alter-ship-flag, &amp;quot;no-scanned-cargo&amp;quot;, changes the behavior to scanned/unscanned instead of revealing the cargo&lt;br /&gt;
**The &amp;quot;toggle-subsystem-scanning&amp;quot; flag must be set to swap full-ship scanning mode into subsystem scanning mode and works for all ship types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t show callsigns in the escort list:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
By default, callsigns are shown in the escort list using the same format as in the target box.  If this flag is active, callsigns will not be displayed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hide main Rearm/Repair items in Comms Gauge:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Prevents 5. Rearm/Repair Subsys and 6. Abort Rearm from being shown in the squad messaging menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Always show selected item in Comms Gauge:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
Ensures that the visual indicator for which is the active item in the squad messaging menu is always shown. Useful if you are using the select Comms menu item keys. By default this is not shown until the player presses the up or down key for the select Comms menu item keys.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
This group contains SEXP settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this allows all events in a chain to repeat, instead of only the last one.  It makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Chaining To Repeating Events:===&lt;br /&gt;
{{Table230|When set, this makes event chaining to repeated events work as designed - that is, the chained event will only be evaluated after the chain delay.  If the repeating event&#039;s interval is shorter than the chain delay, then the delay countdown will continually be restarted until all repetitions have completed.  Without this flag, FSO will emulate retail behavior which, due to a bug, allowed chained events to be evaluated immediately after a repeating event is first evaluated.&lt;br /&gt;
&lt;br /&gt;
NOTE: Although the name does not reflect it, the same issue affects repeating events that are evaluated by &amp;lt;tt&amp;gt;is-event-true-delay&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;is-event-false-delay&amp;lt;/tt&amp;gt;.  Without this flag, FSO will emulate retail behavior which causes these SEXP operators to ignore any delay when evaluating repeated events.  With this flag, the delay will be measured from when the final repeat iteration occurs.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Use host orientation for set-camera-facing:===&lt;br /&gt;
{{Table220|When set, this will take into account the host orientation for cutscene cameras.  This is a bugfix for [https://github.com/scp-fs2open/fs2open.github.com/issues/3889 GitHub issue #3889].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use model eyepoint for set-camera-host:===&lt;br /&gt;
{{Table250|The default behavior for set-camera-host is to position the camera at the origin coordinates (0,0,0) of the host.  This flag will make the camera use the model eyepoint instead.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use model eyepoint normals:===&lt;br /&gt;
{{Table250|If set, model eyepoints will respect the normal vector set for the eyepoint in the model file for the eyepoint.  If not set, model eyepoints will use the model&#039;s orientation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle uses pixels:===&lt;br /&gt;
{{Table222|When set, SEXPs which display subtitles will read their arguments as pixels, not percentages.  If &amp;lt;code&amp;gt;$Show-subtitle base resolution:&amp;lt;/code&amp;gt; is set, these pixels will be scaled up or down as needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle base resolution:===&lt;br /&gt;
{{Table222|When set, subtitles are assumed to display at the appropriate size in the specified resolution, and will be scaled up or down if the current screen resolution is different.  If this is not set, or is set to a resolution less than (640, 480), subtitles will not be scaled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD-set-coords base resolution:===&lt;br /&gt;
{{Table232|The hud-set-coords SEXP has always used exact pixels, without regard for the current screen resolution.  This setting enables a similar scaling mechanism as &#039;&#039;$Show-subtitle base resolution:&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always Show Directive Value Count:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If this setting is enabled, Directive-as-Value values in Directives will always show the number. By default this is disabled, and only values &amp;gt; 1 are shown. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
This group contains settings related to graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; (0-3)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (very high)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Briefing Window FOV:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375; some previous versions of FSO used a value of 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (0.0 to 1.0)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.29375&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Generic Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of the pain red flash when the player is hit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of a pain flash when the player&#039;s shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the intensity of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Color:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the RGB color value of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: Color, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(255, 255, 127)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$BMPMAN Slot Limit:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Determines the maximum number of textures that can be loaded simultaneously. This includes every frame of an animation, unless that animation is streaming (e.g. command briefing animations, message talking heads, etc). Also includes dynamically-created textures (used internally for various functions).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Int&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 3500&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;4750&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 10)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the EMP lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (255, 255, 10)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the damage lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the damage lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Requires Rendering Feature:===&lt;br /&gt;
{{Table210|Needs description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Render player muzzle flashes in cockpit:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether muzzle flashes will be shown within the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which glowpoints are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shield effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which thruster flares are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether beam weapons will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which beam effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 4.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a beam effect affects its visibility. This is multiplied by the radius of the beam and added to the above for the final value. This results in larger beams being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether lasers, missiles, countermeasures, etc will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Weapon visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which laser-type weapons are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.3}}&lt;br /&gt;
&lt;br /&gt;
====+$Trail visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which trails (weapon and ship contrails) are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Shockwave visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shockwave effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 2.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Particles affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether particle effects, including impact effects, will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which particle effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a particle effect affects its visibility. This is multiplied by the radius of the particle and added to the above for the final value. This results in larger particles being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fireballs affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether fireballs from ship explosions will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which fireballs are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a fireball affects its visibility. This is multiplied by the radius of the fireball and added to the above for the final value. This results in larger fireballs being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Quality Default:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the default level for shadow quality if the &#039;enable_shadows&#039; command line is used and &#039;shadow_quality&#039; is not used. By default, the FSO will set the shadow detail level to 2. Valid values are 0 (shadows disabled), 1 (Low, 512x512 shadow map), 2 (Medium, 1024x1024 shadow map), 3 (High, 2048x2048 shadow map), or 4 (Ultra, 4096x4096). Note, the command line &#039;shadow_quality&#039; will override any value set here.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the game scene uses. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Can now be an arbitrary non-zero number of floats. If not set to 4, you must table [[#$Shadow Smoothness Factor:]]&lt;br /&gt;
}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(200.0, 600.0, 2500.0, 8000.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances Cockpit:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the cockpit pass scene uses. Will only shadow the cockpit model, and does not interact with the external game scene shadow map. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Can now be an arbitrary non-zero number of floats. If not set to 4, you must table [[#$Shadow Smoothness Factor:]]&lt;br /&gt;
}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(0.25, 0.75, 1.5, 3.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table262|&lt;br /&gt;
===$Shadow Smoothness Factor:===&lt;br /&gt;
Sets the strength of the smoothing for each shadow cascade. Larger values mean smoother / softer shadows. Shadow smoothness also scales with cascade distance, so the same value for a larger cascade will be perceived to be smoother.&lt;br /&gt;
The number of smoothness factors &#039;&#039;must&#039;&#039; match the number of Shadow Cockpit Cascades + Shadow Cascades (each 4 by default).&lt;br /&gt;
The list should first contain the smoothness factors for the cockpit cascades in order, and then the smoothness factors for the main cascades in order&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(0.00333,  0.004,  0.005,  0.005, 0.00333,  0.004,  0.005,  0.005)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Techroom:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the techroom.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Cockpit:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on the player cockpit in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Weapons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on weapons in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Ships:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship Casts Shadow:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When cockpit shadows are enabled, enabling this setting will cause the players ship model shown with &amp;quot;show ship&amp;quot; to cast shadow onto the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Model And Cockpit Share Coordinate Space:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When having the &amp;quot;show ship&amp;quot; flag enabled and cockpit models for a ship, this flag should be on if the cockpits can fit into the actual geometry of the ship model. Disable this flag if this is not the case and the cockpit needs to be rendered on top of the ship regardless of actual coordinates. If this can be enabled, the external show ship model can be rendered using deferred rendering.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship enabled only if Cockpits enabled:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Enabling this setting will only use the &#039;show-ship&#039; flag if cockpits are enabled. Useful if your ship uses both &#039;show-ship&#039; and cockpits that exist within the &#039;show-ship&#039; space, and you want to allow players to toggle off cockpits. Note, &#039;show-ship&#039; always only appears if in first-person view. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Thrusters:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Beams:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that beams will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Muzzle Flashes:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that muzzle flashes will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Trails:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that trails will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Lasers:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that lasers will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Length:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest length that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Radius:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest radius that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Easing Value:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Smooths out the behavior of maneuvering thruster flares the higher above 0 it is.&lt;br /&gt;
*This is the exponential time constant for the visual flare length to reach it&#039;s true length.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SCPUI attempts to load hires animations:===&lt;br /&gt;
{{Table230| &lt;br /&gt;
*Prevents SCPUI from trying to load anims prefixed with &amp;quot;2_&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: true}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table230| &lt;br /&gt;
===$Max draw distance:===&lt;br /&gt;
===$Min draw distance:===&lt;br /&gt;
*These values do more than just cutoff the visuals at certain distances, and they must be adjusted carefully to ensure unintentional rendering artifacts are not introduced.&lt;br /&gt;
*The rendering engine has limited amount of &#039;depth resolution&#039;, the degree to which it can tell a certain polygon is closer or farther away than another. When two polygons are too close, they will Z-fight, picking arbitrarily which is closer. It is the span between the min and max draw distance that determines how well the engine can determine depth, if they are too far from one another, the Z-fighting will become more common as it has to spread its resolution over a wider range. If they are close, Z-fighting will be lessened at the cost of a smaller range of distance able to be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*Default Values: 10,000,000,000 and 1, respectively&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table232| &lt;br /&gt;
===$Randomize particle rotation:===&lt;br /&gt;
*Particle bitmaps are typically screen-aligned; the upper portion of the bitmap will always be mapped to the upper portion of the particle, from the point of view of the camera. Enabling this option makes &#039;&#039;all&#039;&#039; particles have a random &#039;tilt&#039; in an arbitrary direction when created.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable shield effects:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies if FSO attempts to use the shield mesh impact effects. Enabling this flag will prevent the game from preforming any shield mesh effect code, which can be useful if a mod does not use those shield mesh effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable all non-custom generic debris:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Provides one simple control to turn off all non-custom generic debris (the tiny debris shards that are typically spawned when a ship/subsystem explodes). Note, generic debris that is manually specified in the ships table will still be spawned, this is only for turning off non-custom debris. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
===$Render insignias as decals:===&lt;br /&gt;
{{Table260| &lt;br /&gt;
*If set, insignias will be rendered using the decal system. This will make insignias render with correct and deferred lighting, and fix issues with apparent fading&lt;br /&gt;
*Models must be set up correctly for this to work! A model can have multiple insignias, with multiple polygon faces each. To enable this option, each visible insignia must have its own insignia entry in the model. If multiple visible insignias are incorrectly consolidated into one insignia entry with disjointed polygons, this will cause graphical artifacts.&lt;br /&gt;
*For reference, check out the retail FS2 models, which are set up correctly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
==#NETWORK SETTINGS==&lt;br /&gt;
This group contains network-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2NetD port:===&lt;br /&gt;
*(description required)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default object update level for multiplayer:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the distances default object update rate  for multiplayer matches. By default, the FSO will set the object update level to 2. Valid values are 0 (Low), 1 (Medium), 2 (High), 3 (LAN). FSO caps the bandwidth it uses based on these settings, but they were designed for connections from 1999. LAN has the least restrictive limits and does not require an actual LAN connection. Also, if a player&#039;s connection is within the dial-up speed range then game auto force the use of the lowest level during a match.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SOUND SETTINGS==&lt;br /&gt;
This group contains sound-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Sound Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default sound fx volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Music Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default music volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.5&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Voice Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default voice volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use weapon class impact sounds for hits to player:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows weapons that hit the player to play their specific impact sounds, not the hard-coded default sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Play thruster sounds for the player:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If the player&#039;s ship has thruster sounds defined, this will ensure they are played like normal, since they are typically suppressed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify minimum engine sound:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Allows $Minimum Engine Volume in ships.tbl to work for all ship classes. By default, that value only triggers for non-huge ships. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Disabled or disrupted engines are silent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
If set, engines will not play their engine noise if the ship is disabled or a disrupted (such as disruptions caused by an active EMP effect or a weapon with the &amp;quot;electronics&amp;quot; flag).  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#FRED SETTINGS==&lt;br /&gt;
This group contains settings for FRED. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable Hard Coded Message Head Ani Files:===&lt;br /&gt;
{{table371|&lt;br /&gt;
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Add Message Head Ani Files:===&lt;br /&gt;
{{table224|&lt;br /&gt;
FRED will append each +Head entry listed below to the head ani selection list in the Event Editor.}}&lt;br /&gt;
&lt;br /&gt;
====+Head:====&lt;br /&gt;
{{table224|&lt;br /&gt;
The head ani filename to add. Extensions will be stripped if included.&lt;br /&gt;
NOTE: Pay attention to file names or anis with a,b, c variation not display in-game (unless called directly). Proper name seems to be Head-xxxNa, Head-xxxNb, with N being some number and XXX being whatever you want. Needs further testing and confirmation &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Head: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable scripting in FRED:===&lt;br /&gt;
{{table382|&lt;br /&gt;
If set, scripting will be enabled in FRED. Use with extreme caution. The effects of scripts on FRED have not been fully tested. You can check if a script is running in FRED by using ba.inMissionEditor().&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED Briefing window resolution:===&lt;br /&gt;
{{table224|&lt;br /&gt;
The width and height of the briefing window in FRED. Defaults to 888x371. Note that changing this only affects FRED and can cause a mismatch to the ingame briefing view which defaults to 888x371 (or 555x232 for 640 base res).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;integer, integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;888,371&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ignore Music Files In Music Player:===&lt;br /&gt;
{{table232|Music files in this section will not be added to FRED&#039;s built-in music player.}}&lt;br /&gt;
====+File:====&lt;br /&gt;
{{table232|Specifies a file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;string&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED spacemouse nonlinearities:===&lt;br /&gt;
{{table232|&lt;br /&gt;
Allows setting custom nonlinearities and scaling for controlling FRED with a spacemouse.&lt;br /&gt;
}}&lt;br /&gt;
====+Sideways exponent:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The exponent for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Sideways scale:====&lt;br /&gt;
{{table232|The multiplier for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch exponent:====&lt;br /&gt;
{{table232|The exponent for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch scale:====&lt;br /&gt;
{{table232|The multiplier for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank exponent:====&lt;br /&gt;
{{table232|The exponent for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank scale:====&lt;br /&gt;
{{table232|The multiplier for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading exponent:====&lt;br /&gt;
{{table232|The exponent for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading scale:====&lt;br /&gt;
{{table232|The multiplier for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Skybox internal depth consistency:===&lt;br /&gt;
{{table250|If enabled, this will allow skyboxes that use submodels to render the submodels with proper Z-sorting if the &#039;No Z-Buffer&#039; check box is set to on in FRED. In other words, parts of the skybox closer to the origin point will render in front of sections further away, as might be expected. This flag is enabled by default for FSO version 25.0 onwards&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;YES&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
This group contains miscellaneous settings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret&#039;s barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Missile Detonation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*When this flag is set, missiles which reach the center of a submodel will not detonate immediately; they will delay detonation until they have traveled another radius of the submodel.  This fixes missile impacts to submodels whose center lies outside the geometry of the submodel.  In other words, without this flag, a missile might detonate in the middle of the &amp;quot;bowl&amp;quot; of a concave submodel; with this flag, the missile will travel to the other side of the submodel before it detonates.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the 3d ship select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ships in ship/weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapon select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the 3d weapon select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapons in weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2 effect grid color:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the grid color for the FS2 loadout animation effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer, Integer, Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0, 200, 0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2 effect scanline color:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the scan-line color for the FS2 loadout animation effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer, Integer, Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0, 255, 0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2 effect grid density:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the number of grid lines in the FS2 loadout animation effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2 effect wireframe color:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the wireframe color for the FS2 loadout animation effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer, Integer, Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;80, 49, 160&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d overhead ship:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship overhead view instead of a bitmap in weapon select&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default overhead ship style:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*This specifies which style of overhead view to use if 3d overhead view is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;ROTATE&amp;quot; or &amp;quot;TOPVIEW&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Overhead Line Color 1:&#039;&#039;&#039;&lt;br /&gt;
** The RGB color for ship secondary bank 1.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 192, 192)&lt;br /&gt;
*&#039;&#039;&#039;+Overhead Line Color 2:&#039;&#039;&#039;&lt;br /&gt;
** The RGB color for ship secondary bank 1.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (192, 128, 64)&lt;br /&gt;
*&#039;&#039;&#039;+Overhead Line Color 3:&#039;&#039;&#039;&lt;br /&gt;
** The RGB color for ship secondary bank 1.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (175, 175, 175)&lt;br /&gt;
*&#039;&#039;&#039;+Overhead Line Color 4:&#039;&#039;&#039;&lt;br /&gt;
** The RGB color for ship secondary bank 1.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (100, 100, 100)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always refresh selected weapon when viewing loadout:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*When set to true, this always refreshes the weapon shown in view box on the right side of the screen when opening the weapon loadout view. This ensures the viewed weapon is one that can actually be on the selected ship when first clicking on the weapon loadout screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents&#039; collision group setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flight controls follow eyepoint orientation:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that if the player ship&#039;s eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams Use Damage Factors:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default fiction viewer UI:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies which fiction viewer layout to use in missions that don&#039;t specify one. Possible values are as follows:&lt;br /&gt;
**&amp;quot;FS2&amp;quot;: Standard layout. Requires (2_)fictionviewer and (2_)fictionviewer-m to be present in data\interface.&lt;br /&gt;
**&amp;quot;WCS&amp;quot;: Moves the &amp;quot;Accept&amp;quot; button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.&lt;br /&gt;
**&amp;quot;auto&amp;quot;: Selects &amp;quot;WCS&amp;quot; if the appropriate files are present; otherwise, selects &amp;quot;FS2&amp;quot;. This is the default setting.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Movie subtitle font:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Specifies which font should be used for displaying subtitles in the cutscene player. This should be the name given to this font in the fonts table. Since movie subtitles can contain Unicode text it is a good idea to enable Unicode mode when movie subtitles are used but this is not enforced by this option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Movie subtitle color:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Specifies which color should be used for displaying subtitles in the cutscene player.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer, Integer, Integer, Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;255, 255, 255, 255&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable built-in translations:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Turns off hard-coded translations, e.g. Transport -&amp;gt; Transporter in German.  All strings will either use their XSTR entry or else not be translated.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon shockwave damage respects huge ship flags:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Controls whether weapon shockwaves will respect the huge/supercap ship flags.  In retail they do not.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable external default scripts:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Enables the loading of external scripts with the same name as a built-in script. Otherwise, uses the version of the script included in the executable (currently, just cfile_require.lua).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines the speed the player must reach to warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;40.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target warpout match percent:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines how close to the warpout speed the player needs to be to actually warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.05&#039;&#039;&#039;&#039;&#039; (5%)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum player warpout time:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*The [[Ships.tbl#.24Warpout_Engage_Time:|default amount of time]], in seconds, warping out will take before actually starting to check whether the player is the right speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable in-game options:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Mode whereby various settings can be modified by FSO while it&#039;s still running, rather than being set by the launcher before execution. By default is now ON, and can be accessed by going to the Options menu and pressing F3. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;YES&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Shockwave Default Multiplier:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Amount of damage, as a multiple of normal shockwave damage, assigned to a weapon&#039;s [[Weapons.tbl#.24Dinky shockwave:|dinky shockwave]] by default. To get the same behavior FSO had from 2005-2019, set this to 0.25.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Always Damage Bombs:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Enables all bombs being damaged by shockwaves. Previously only those marked with flags could be damaged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Damage All Object Types Once:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Keeps any object from being damaged more than once by a shockwave.  The default behavior is for asteroids and flagged missiles to be damaged every frame by the shockwave.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Inherit Parent Weapon Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When enabled, the shockwaves of weapons that have a defined damage type automatically inherit that damage type, rather than dealing &amp;quot;typeless&amp;quot; damage. As this behavior is more intuitive than when this flag is disabled, mods targeting 22.4 or newer versions of FSO will have it enabled by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039; for mods targeting 22.4 or newer versions of FSO, otherwise &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When combined with &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot;, this string is added to the inherited damage type to define the shockwave&#039;s damage type. For example, if a weapon has the damage type &amp;quot;heavy&amp;quot; and the provided suffix is &amp;quot;-shock&amp;quot;, then that weapon&#039;s shockwave&#039;s damage type would default to &amp;quot;heavy-shock&amp;quot;.&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Dinky Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Inherited Shockwave Damage Type Added Suffix:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If a weapon&#039;s shockwave doesn&#039;t have a damage type set, it will have this damage type instead (when &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot; is enabled, this will only be used if the weapon itself also doesn&#039;t have a damage type set).&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Dinky Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Default Shockwave Damage Type:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Engine Wash Intensity:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Allows the game to use the [[ships.tbl#.24Intensity::|Intensity]] value when calculating Engine Wash effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Apply HUD shudder to chase view:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Applies hud shudder (afterburner and engine wash) also to chase view. Does not override the command line toggle. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Swarmers Lead Targets:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes swarm missiles to lead their targets by default, and will make use of [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] if specified, like normal aspect seekers. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Threshold for Weapons Subsystems to Trigger Turret Inaccuracy:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the damage threshold for when turrets become less accurate due to weapon subsystem damage. In other words, how damaged do a ship&#039;s aggregated weapons systems have to be before the turrets become inaccurate? Value must be between 0.0-1.0 (includes 0.0 and 1.0).   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI use framerate independent turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Without this flag, missiles turn rate is directly dependent on the current framerate. When enabled their turn rate will be consistent, with the &amp;quot;true&amp;quot; turning taken to be observed turning at 60fps. This flag also affects ships, but the instability is only apparent at extremely low framerates, and so the change will not be apparent. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+AI respect tabled turn time and rotdamp:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Due to complicated physics issues caused by retail not using the above method, tabled turn times on ships and missiles are not representative of actual observed turn times. The above flag makes it consistent, but this flag will make it accurate to what is actually listed in the table. &lt;br /&gt;
*Additionally, rotdamp is now used properly by the AI in a similar manner to players. More rotdamp will result in slower rotational acceleration, and less results in faster acceleration.&lt;br /&gt;
*NOTE: BEWARE OF ADDING THIS FLAG TO AN EXISTING MODPACK. NEARLY EVERY SINGLE TURN TIME WILL NEED TO BE CHANGED.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player starts in third person/chase view by default:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*When this flag is set, a player will start the mission in the chase view, not in the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Custom briefing icons always override standard icons:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Custom ship briefing icons will always be shown when the briefing icon is a ship, but not when it is a non-ship icon such as a planet.  Set this flag to use custom briefing icons in all cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lead indicator behavior:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Changes how Lead Indicators behave when multiple weapon banks are linked and in range.&lt;br /&gt;
When set to default, if you have linked weapons, only the indicator for the one with the farthest range will be drawn.&lt;br /&gt;
When set to multiple, a lead indicator is drawn for all primary weapons in range when you have them linked.&lt;br /&gt;
When set to average, a single lead indicator is drawn in the average of the position where each of them would usually be drawn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** Valid options are &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;multiple&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;average&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use distant firepoint for all turrets:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the game to use firepoint-based target leading calculations for all turrets. This is useful if all or most turrets in a given mod has firepoints that are distant from their center-point.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable Discord rich presence:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Enables or disables the built-in Discord game-status reporting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always hide hidden ships in hotkey list:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to always hide ships with HIDDEN hotkey (set in FRED), even in the in-mission hotkey menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Allow automatically assigning personas:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not the game will automatically assign personas to ships that have no persona set.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures use capacity:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not Countermeasures use tabled capacity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Calculate subsystem hitpoints after parsing:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Causes subsystem hitpoints to be calculated after all ships.tbl and -shp.tbm files have been parsed.  This allows subsystem percentages to correctly reflect the final hull value rather than the first hull value encountered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Contrails use absolute speed:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
*Causes contrails to be created based on speed in any direction, rather than just forward speed.  This allows contrails to appear when a ship is moving in a direction other than forwards.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fix scripted velocity:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*If this setting is enabled, object velocity set via script will wholly determine the change in position for that frame, ignoring &#039;&#039;all&#039;&#039; other in-engine concerns. Otherwise, the game engine will likely overwrite/ignore any changes, depending on when the changes were made in the frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Preload briefing icon models:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this forces preloading of models used for briefing icons. This only loads models used for icons that haven&#039;t already been loaded for the mission. This is useful for SCPUI&#039;s where hovering over an icon shows the model without having to click on it and the stutter when it loads models not used in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Behavior for pressing Escape key in options menu:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set to &#039;save&#039;, the escape key for the HUD and Options screen saves options when leaving those screens (ie it does the same thing as pressing Ctrl-Enter/Accept). By default (or if set to &#039;default&#039;) the Escape key will not save any changed values when exiting those screens. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use closest distance method for &#039;Target Hostile Bomb or Bomber&#039; control:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set to true, the &#039;Target Hostile Bomb or Bomber&#039; control will target the closest hostile bomb or bomber, similar to how the &#039;Target Closest Hostile&#039; key works. By default, the &#039;Target Hostile Bomb or Bomber&#039; control will not sort by distance and simply only target in order of oldest to youngest objects (ie which object spawned first in the mission). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;false&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Objects targeted with &#039;Target Hostile Bomb or Bomber&#039; control:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Determines what can be targeted when using the &#039;Target Hostile Bomb or Bomber&#039; control. By default this control targets both bombs and bombers, which is the behavior if this field is set to &#039;default&#039; or &#039;bombs and bombers&#039;. If set to &#039;only bombs&#039;, the key will only target bombs and not target bombers. If set to &#039;only bombers&#039;, the key will only target bombers and not target bombs. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fix asteroid/debris field bounding box checks:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes a bug where asteroid and debris fields did not properly check for whether large ships were within bounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable intro cutscene:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this disables loading of any cutscenes as the game starts that might play before the player reaches the pilot select screen. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show locked status for scramble missions:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, scramble mission will show a text line right below the words &#039;Weapons Loadout&#039; that states &amp;quot;Ships/Weapons Locked&amp;quot; (XSTR 749), thus the player can easily see their loadouts are locked and they do not have to check the loaoout buttons on every mission. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable expensive turret target check:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this value speeds up turret target checking. By default, turret target acquisition was spending a lot of time doing a raycast, the result of which was barely used at all. If we don&#039;t need the target normal, all it does is get a target point slightly more accurate, but in practice it really isn&#039;t noticeable at all whether the target point of the turret is actually on the surface of the ship, or maybe on the other side of the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Threshold below which shield skips damage:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO logic dictates that shields collisions and any related sound or visuals related to shields are skipped if the shields are under 10%. This value allows modders to customize the value, though the value must be between 0.0 and 1.0. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum ship radius for persistent debris::===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Ships with a radius larger than this value will have infinite debris lifetimes.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;50&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Zero-radius explosions skip fireballs:===&lt;br /&gt;
{{Table260|&lt;br /&gt;
*If set, explosions with a visual radius of 0 will not have fireballs created, and will not have the fireball lifetime added to the explosion lifetime.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #Ignored Campaign File Names&lt;br /&gt;
    $Campaign File Name: FreeSpace2.fc2&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Fix Turret Collisions: True&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=67611</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=67611"/>
		<updated>2026-08-16T12:54:30Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add strafing tuning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-12|72a11fd542671e849042a2e8de0f090e5cbdae0d}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ai_profiles.tbl&#039;&#039;&#039; 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;
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the &amp;quot;FS2 RETAIL&amp;quot; AI profile. It&#039;s usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.&lt;br /&gt;
&lt;br /&gt;
{{Table232| This table can also be called &#039;&#039;&#039;mission_profiles.tbl&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
{{Table232| Can also be extended with &#039;&#039;&#039;xxx-msp.tbm&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;reset last_hit_target_time for player hits&#039;&#039;&#039;}}&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;fix ramming stationary targets bug&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;huge turret weapons ignore bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix linked primary weapon decision bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent turrets targeting too distant bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix heat seekers homing on stealth ships bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;allow vertical dodge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai class bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ai guards specific ship in wing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai path order bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;aspect bomb invulnerability fix&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;use actual primary range&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fighters/bombers with no shields can manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;fixed ship-weapon collisions&#039;&#039;&#039;}}&lt;br /&gt;
{{Table220|&lt;br /&gt;
*&#039;&#039;&#039;fighterbay arrivals use carrier orientation&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent negative turret ammo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix keep-safe-distance&#039;&#039;&#039;}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;fix good-rearm-time bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;no continuous turn on attack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;remove-goal properly removes play-dead order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;ships playing dead don&#039;t manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table234|&lt;br /&gt;
*&#039;&#039;&#039;hud squad messages use tactical disarm/disable&#039;&#039;&#039;}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;debris damage respects &#039;big damage&#039; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;force beam turrets to use normal fov&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;guards ignore protected attackers&#039;&#039;&#039;}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;fix avoid-shockwave bugs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;purge player-issued form-on-wing after subsequent order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table260|&lt;br /&gt;
*&#039;&#039;&#039;$fix &#039;ignore if dead&#039; flag:&#039;&#039;&#039;}}&lt;br /&gt;
{{Table262|&lt;br /&gt;
*&#039;&#039;&#039;$fix target updating with strafe:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$no collision avoidance for kamikaze fighters:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$fix big ship waypoint completion:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$fix shockwave expiring before dealing damage:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$fix fighter/bomber AI recovers after engines repaired:&#039;&#039;&#039;&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 &#039;&#039;&#039;FS2 Retail&#039;&#039;&#039;, 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;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Friendly Fire Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly weapon fire, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Self Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by self-hits, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&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;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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 Missiles 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;
*Note: The alternative spelling &amp;quot;Missles&amp;quot; is also accepted for backwards compatibility reasons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*This number is also checked when a ship checks for a new target, such as using the goal attack-any. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$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;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the time after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI&#039;s aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&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: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&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;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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 for an AI to hesitate about firing a secondary or homing turret weapon at the player. Values range from 0-6, at 0 they will frequently hesitate, at 6 they will never hesitate.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4&lt;br /&gt;
* Mechanic details: AIs are only allowed to fire homing secondaries or turrets with homing weapons at the player in a limited window of time. The window starts every ten seconds, and lasts (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) 7ths of that ten second cycle. Each ship has it&#039;s own cycle, so their windows are not all synchronized.&lt;br /&gt;
* Example: a value of 1 becomes 2/7ths, so ships can fire homing weapons at the player for roughly 2.85 seconds at a time, then are unable to fire them for 7.15 seconds.&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;
===$free afterburner use:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*If set, the AI will use afterburners in more situations.}}&lt;br /&gt;
&lt;br /&gt;
===$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 1.1 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;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$check communications for non-player ships:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, every ship will have the same communications subsystem restrictions as the player, including minimum strength to send messages and EMP scramble status.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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 *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable player secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, players are not allowed to dual-fire their secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$disable ai secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, AIs are not allowed to dual-fire their secondaries.}}&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;
===$fix ramming stationary targets bug:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, AI ships will try not to crash into stationary targets.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3147 Mantis #3147].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, ships that are on different teams and ships that are outside the player&#039;s squadron will be allowed to send death screams.  Additionally, the game will no longer cap a maximum number of screams per mission.  (This flag originated as a customization of message behavior for the Wing Commander Saga mod.)&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform less checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22fov_edge_checks.22|&amp;quot;fov edge checks&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22target_requires_fov.22|&amp;quot;target requires fov&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Normally, 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 flag to YES to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES; to get rid of retail behavior you would specify NO. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Default: NO.&lt;br /&gt;
* When no, when any secondary encounters any beam it is instantly destroyed regardless of if it is marked as interceptable, has a health value, or any other circumstance that would normally apply to interception by other weapons.&lt;br /&gt;
* When true, damage and health values are respected in these circumstances. Secondaries without hitpoints are still destroyed, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*By default, an aspect seeker that&#039;s been decoyed by a CM just flies straight forward, while a heatseeker in the same position will actively home in on the CM.  This flag makes aspect seekers match heatseeker behavior in this regard.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$support don&#039;t add primaries:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, the support ship will not equip a new primary weapon into an empty bank.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$max allies rearming threshold:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*The maximum allowed number of allies that are allowed to be rearming at the same time. It should be noted that the effect is more noticeable at higher numbers.&lt;br /&gt;
*2 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay arrivals use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships arriving via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they exit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay departures use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships departing via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they enter.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris damage respects &#039;big damage&#039; flag:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Causes damage inflicted by debris to be limited by the &#039;big damage&#039; flag in the same way as damage inflicted by weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t limit change in speed due to physics whack:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the speed change due to physics whacks (collision, shockwave, etc.) is unlimited.  Without this flag, the speed change will be capped at 440 m/s if it exceeds 500 m/s.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$guards ignore protected attackers:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the AI will not guard against ships that have the &amp;quot;protect-ship&amp;quot; flag.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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 lose its mind 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;
{{Table260|&lt;br /&gt;
*As of 26.0, the &amp;quot;alt2&amp;quot; mode is available. The alt2 mode is like alt1 but allows shortcutting.}}&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;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$default ship select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$strict turret-tagged-only targeting:===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*When set, newer turret-tagged-only behavior will be enabled.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3114 Mantis #3114].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$aspect bomb invulnerability fix:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs.  Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$glide decay requires thrust:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, gliding ships will maintain their current speed without decay as long as they aren&#039;t actively thrusting.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai can slow down when attacking big ships:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*When set, fighters attacking big ships will slow down depending on how long they&#039;ve been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it&#039;s been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use actual primary range:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$override radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, this value overrides the default distance for determining if a ship had reached a point in a model subsystem path. Useful to allow ships with high damp values to navigate subsystem paths when attacking a subsystem. Must be greater than or equal to 1. If &#039;&#039;&#039;&#039;&#039;$use POF radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set than this override value will only be used if the point in the subsystem path is less than 1 or invalid. &lt;br /&gt;
*5 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use POF radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, the distance for determining if a ship had reached a point in a model subsystem path will be the radius of that path point, not the default distance of 5.  &lt;br /&gt;
*Off by default. If this is set to YES and &#039;&#039;&#039;&#039;&#039;&#039;$override radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set to greater than or equal to 1, then the path point radius will be used. If the path point radius cannot be found or is less than 1 then override radius will be used if it is set to greater than or equal to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$lead indicator second-order prediction factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*This is a 0 to 1 multiplier of a factor to adjust the lead indicator to take into account a ship&#039;s rotational velocity as well as its velocity. This will directly affect autoaim, making it more accurate for turning enemies.&lt;br /&gt;
*This &#039;&#039;will&#039;&#039; make the lead indicator slightly jitterier in general, and does not properly take into account gliding. It is recommended to adjust the value to fit your situation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$no directional bias for missile and ship turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When enabled, this will cause ships and missiles to take direct turning paths to point at their target. This does not directly affect their turning time, but in many situations will result in more efficient paths and a better time-to-target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$respect ship axial turnrate differences:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will use the average of their pitch and heading turn times for their turn time on all axes. If this is enabled the ship will actually use the tabled values for each axis.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;&#039;&#039;:The AI will &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; take this into account when turning, it will always turn directly towards its target, even if it could bank and use a faster axis instead. Use this flag carefully, and make sure that their your ships have exactly the turn times you want for each axis.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$any ship with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on any ship to manage ETS for weapons and engines even if they do not have shields set to on. Do note that in Vanilla FS2, some capital ships can go much faster with this enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighters/bombers with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on fighters and bombers to manage ETS for weapons and engines even if they do have shields set to on.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ships playing dead don&#039;t manage ETS:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Prevents ships from managing their ETS is they are currently playing dead.  Managing ETS could lead to unexpected speed changes in ship-maneuver.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better combat collision avoidance for fightercraft:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while fighting, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.&lt;br /&gt;
*The value is multiplied to a vector proportional the ship&#039;s velocity divided by its rotation time, which roughly determines the minimum distance needed to pull away from an obstacle directly ahead, and the time at which the AI will stop what&#039;s it&#039;s doing to pull away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance for fightercraft includes target:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance to include the target ship it might be attacking. Enabling this can help reduce collisions when attacking if ship speeds in your mod are higher than retail.   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better guard collision avoidance for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while guarding, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat guard avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better guarding collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.&lt;br /&gt;
*The value is multiplied to a vector proportional the ship&#039;s velocity divided by its rotation time, which roughly determines the minimum distance needed to pull away from an obstacle directly ahead, and the time at which the AI will stop what&#039;s it&#039;s doing to pull away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===$firing requires exact los:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause turrets and AI weapons to only fire if they have a clear line of sight from their firing point to their target&#039;s ship&#039;s center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$exact los minimum detection radius:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*The minimum radius of objects that are considered for line-of-sight when using the &#039;&#039;$firing requires exact los:&#039;&#039; flag.  The default is 10.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved missile avoidance for fightercraft:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fighters/bombers will be much more effective at dodging missiles in general. Of note is that AI do not normally care about countermeasure effect range before dropping them (only distance less than 200m), with this flag, they will only drop them if within countermeasure range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI profile countermeasure chance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class profile countermeasure firing chance. By default Friendly ships always use the second value in &#039;&#039;&#039;$AI Countermeasure Firing Chance:&#039;&#039;&#039; from default AI profile. The older name of &amp;quot;$friendly ships use AI profile countermeasure chance:&amp;quot; also enables this flag. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved subsystem attack pathing:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fightercraft will use a somewhat more efficient and faster subsystem attack pathing method.&lt;br /&gt;
*Notably, this method &#039;&#039;does not&#039;&#039; use the path system. Using this flag, aside from docking and fighter bay paths, &#039;&#039;all other&#039;&#039; paths will be ignored and are no longer necessary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fixed ship-weapon collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Fixes an error in ship-weapon collisions which would occasionally cause them to not trigger when they should.&lt;br /&gt;
*Most obvious when projectiles would erroneously bypass a full shield quadrant and damage the hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI secondary range awareness:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Controls if the AI considers weapon range at all when selecting a secondary weapon to attempt to use. Currently available options are:&lt;br /&gt;
*&#039;RETAIL&#039;: The default. After performing filtering logic based on the target types and weapon flags, the AI will select the first valid secondary bank as its active one, regardless of range.&lt;br /&gt;
*&#039;AWARE&#039;: As retail, except that if a weapon is out of range it the AI will keep looking down the list to see if it has a weapon that is in range, and use that instead if it does. All other weapon selection and restriction logic still applies.}}&lt;br /&gt;
&lt;br /&gt;
===$no shield damage from ship collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Normally, the heavier ship in a collision will receive shield damage from the collision if it has one.&lt;br /&gt;
*This disables that, and causes all involved ships to only take hull damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$turret target recheck time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Defines the amount of time between target recalculation for turrets.&lt;br /&gt;
*Affects turret reaction time in all scenarios, acquiring a target from idle, re-affirming the current target, switching to a new target or even a new subsystem on the same target.&lt;br /&gt;
*Be aware setting this value too low can have an extreme performance impact. It is recommended to not set this below 30 ms.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*Default: 2000}}&lt;br /&gt;
&lt;br /&gt;
===$prevent negative turret ammo:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*By default, turrets with ammo would end up firing one extra shot, resulting in a -1 ammo. This flag corrects that behavior, so the ammo count is properly used. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix keep-safe-distance:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Allows any ship flying the keep-safe-distance behavior to turn toward its goal point. Without this flag, ships will fly into the distance in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI ignores aspect lock for leading:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*When off, AI fighters follows retail behavior of aiming directly at a target when using aspect lock missiles. When on AIs ignore this consideration and always lead their targets when attempting to aim at them.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: on}}&lt;br /&gt;
&lt;br /&gt;
===$fix good-rearm-time bug:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the &amp;quot;good rearm time&amp;quot; SEXP to correctly expire (revert to being a &amp;quot;bad rearm time&amp;quot;) at the end of the specified time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no continuous turn on attack:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Prevents an AI behavior where fighters/bombers will spin around for a second or two when they acquire a target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$remove-goal properly removes play-dead order:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes remove-goal to take the ship out of the play-dead AI mode when removing the play-dead goal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrivals not time limited:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes AI to always complete a bay arrival path, even if it takes longer than 10 seconds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use adjusted AI class autoscale:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes autoscaled AI classes to scale only based on the collection of autoscaled AI classes, not all AI classes.  This prevents autoscaled calculations from being skewed by the presence of non-autoscaled classes in the list.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$carry shield difficulty scaling bug:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Enables an erroneous behavior where player damage difficulty scaling is applied twice to damage from area blasts and shockwaves, greatly changing the effective difficulty scaling. This is a &#039;&#039;bug&#039;&#039; that should not be enabled, unless the mod was balanced during the time between 3.6.14 and 23.1 (mods [[Game_settings.tbl#.24Target_Version:|targeting within those versions]] automatically have this flag enabled).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows debris to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$asteroids affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows asteroids to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$dynamic goals afterburn hard:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Will cause all dynamic goals (such as a fighter defending itself, or a fighter chasing an attacker as part of a guard order) to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$player orders afterburn hard:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause all player orders to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use tactical disarm/disable:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Will cause disarm or disable orders issued by the hud squadmsg menu (i.e. player orders) to be &#039;tactical&#039; goals that do not cause the target to be protected from attack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$align to target when guarding stationary ship:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause ships to match the target&#039;s orientation when following a guard order, rather than facing directly away from the target which is the normal behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$rotation factor multiplier for player collisions:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Allows modders to have players experience rotational effects from collisions. This value is multiplied by the value of [https://wiki.hard-light.net/index.php/Ships.tbl#.2BRotation_Factor: $Collision Physics: +Rotation Factor:] in the ships table (which is specified for the ship class).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$fix avoid-shockwave bugs:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes a number of bugs affecting the behavior of AI ships trying to avoid ship or weapon shockwaves.  With this flag enabled, the AI will be aware of the correct homing position and impact position of the weapon being evaded, will check the correct ship for shockwave damage, and will properly update stale shockwave-avoidance data.  See PR 6378 for more details.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix standard strafe:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this will allow AI to be more effective when attacking big ships in standard strafe mode. With this flag off, there were edge cases where the AI would fly to a point to start a strafe, then think it would collide with the target and then retreat from strafe mode, only to realize it was now far enough to re-engage strafe mode, which commonly resulted in AI just flying around not accomplishing much. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix target updating with strafe:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes edge-case of AI of fighters/bombers remaining stationary if a fighter/bomber enters strafe mode attacking a large ship and that large ship dies or departs. By default, this edge-case results in the fighter/bomber AI slowing down to 0 and then not moving until another order is issued. Enabling this flag properly allows the fighter/bomber to avoid this issue and move properly.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe used more:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets if the AI tries to always entry strafe mode when attacking large ships even if there are no hostile fighters nearby. By default the AI will only entry strafe mode if the speed is below &#039;$standard strafe triggers under this speed:&#039; and enemy fighters are nearby.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe triggers under this speed:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the velocity under which the AI checks if they should enter strafe mode when attacking large ships. Setting this value higher, such as 40 if you ship&#039;s max speed is 100, and enabling $standard strafe used more:&#039; will result in the AI strafing by continually moving, instead of parking next to a big ship and blasting it while not moving. In other words, once a ship slows down during attacking, as soon as it drops below the tabled speed (and assuming strafe used more is turned on), it&#039;ll start to strafe instead of slowing down even more.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.0 m/s)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe distance from target bounding box:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the distance at which the AI flies away from their target&#039;s bounding box to attempt a strafing run when attacking large ships. Setting this value higher will result in ships doing fewer longer distance strafing runs.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe retreat collide time:===&lt;br /&gt;
{{Table26.2|&lt;br /&gt;
*For strafe attacks against big ships, small ships calculate a point relative to the big ship they are attacking and move towards during it strafe. This value is how long until the attacking ship will reach the strafe attack point, when duration to the point is less than this value begin retreat from strafe (IE turn around and perform a new strafe). Default is 2.0 seconds. Note, a new strafe will also trigger if the check for &#039;$strafe retreat collide distance:&#039; is true.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 2.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe retreat collide distance:===&lt;br /&gt;
{{Table26.2|&lt;br /&gt;
*For strafe attacks against big ships, small ships calculate a point relative to the big ship they are attacking and move towards during it strafe. This value is the distance until the attacking ship will reach the strafe attack point, when distance to the point is less than this value begin retreat from strafe (IE turn around and perform a new strafe). Note, a new strafe will also trigger if the check for &#039;$strafe retreat collide time:&#039; is true. Default is 200 meters.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 200.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe stops after time unhit:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the time duration of a strafing run when attacking a big ship if the attacking ship has not been hit. After this time elapses the AI will stop the current strafing run and loop back to logic of determining of whether or not to do another strafing run. Set higher to allow for longer duration strafing runs. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 20.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard uses big-orbit for target radius above:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the radius of a guardee ship that will trigger the guarder to use the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. This &#039;big guard&#039; mode differs from normal guard, where the AI will attempt to match the speed of the guardee if it is moving, and if it is stationary, it will fly somewhat randomly in circles around it.   &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 500.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard with big-orbit uses max speed percent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets maximum percent velocity of a guarder ship when it is using the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. By default, this value is 1.0, where the AI will fly around this cylindrical shape at full throttle. Value must be greater than 0 and less than or equal to 1. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)}}&lt;br /&gt;
&lt;br /&gt;
===$attack-any idle circle distance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Ships with the &#039;attack-any&#039; order will circle around an invisible point if there are no hostile present. This value sets the radius of how big of a circle to fly around while the AI waits for new hostiles to arrive.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 100.0)}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI Shield Manage Delay:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class shield manage delay. By default, Friendly ships always use the second value in &#039;&#039;&#039;AI Shield Manage Delay:&#039;&#039;&#039; from default AI profile.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI shield management bug:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes an edge-case bug with shield management where the AI will not direct shield energy to a quadrant if it was hit when that quadrant was down. In other words, if a shield quadrant is knocked down to 0 and continues to be shot the AI will not realize it needs to direct energy to that quadrant. Enabling this flag allows the AI to properly recognize which quadrant is in danger and needs additional recharge. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI balances shields instead of directs when attacked:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO AI on ships that manage shields will direct shield energy to a quadrant that was recently hit. If this flag is enabled the AI will always balance shields instead, which can be useful depending on the situation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$disable AI transferring energy:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Prevents AI ships from transferring energy between weapons and shields. AI ships are allowed to attempt transferring energy by default, but some mods may disable this feature for the mod and wish to also ensure the AI does not use it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$enable freespace 1 style missile behavior:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Weapons.tbl#.22freespace_1_missile_behavior.22|Can be applied on a per-weapon basis]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS uses ship class power output:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Connects the &#039;&#039;&#039;$Power Output:&#039;&#039;&#039; field in a ship class entry to the ETS system.  The ship&#039;s power output will serve as a multiplier for ETS energy flowing to guns, shields, and engines, modifying their recharge rates accordingly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS energy same regardless of system presence:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Pro-rates available ETS energy according to the number of systems available.  Normally, for ships without a shield system, FreeSpace behaves as if all shield energy is redirected to guns and engines.  Consequently, weapons and afterburner will recharge faster, and a ship&#039;s default speed will be higher, than if shields were present.  When this flag is enabled, available ETS energy is scaled so that the rates are the same in both situations.&lt;br /&gt;
*This flag presents certain trade-offs.  On one hand, this flag avoids the possibly surprising behavior of ships performing, in shieldless engagements, better than one might expect from the table entry.  On the other hand, see the next bullet point.&lt;br /&gt;
*Modders should consider both the gameplay and story aspects of this flag.  From an in-universe perspective, enabling this flag means that, on a shieldless ship, the energy that would otherwise go to shields is expended without effect and is wasted.  Or, looking at it another way, it means that upgrading a ship to have a shield system also entails upgrading the reactor to deliver 50% more energy.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t issue form-on-wing goals at mission start:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, at the beginning of a mission, player wings that do not have an initial goal will be given an initial goal to form on the player. Wings in the loadout screen (aka &amp;quot;starting&amp;quot; wings) will also, if they do not have an initial goal, be issued the same goal if they arrive after mission start. This flag disables that behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$default form-on-wing priority:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*The default goal priority to be used when issuing a form-on-wing order via sexp or script.  If not specified, this is 99.  Note that orders issued via the HUD communications system will use the standard communications priorities (100 for ships and 95 for wings) regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not clear goals when running form-on-wing:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, as soon as a form-on-wing goal is executed by a ship, every goal on that ship is cleared.  Thus the ship will follow the form-on-wing behavior while forgetting both the form goal and all previous goals, and if it receives any other goal in any way, it will immediately begin a new behavior.  This flag prevents the goal clearing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not clear goals when running stay-still:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, as soon as a stay-still goal is executed by a ship, every goal on that ship is cleared.  Thus the ship will follow the stay-still behavior while forgetting both the stay-still goal and all previous goals, and if it receives any other goal in any way, it will immediately begin a new behavior.  This flag prevents the goal clearing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not set override when assigning form-on-wing:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, any form-on-wing goal, regardless of how it is assigned, is given a &amp;lt;tt&amp;gt;Goal_override&amp;lt;/tt&amp;gt; flag.  This causes its goal to be evaluated as the top priority goal, regardless of its actual priority or any other goal&#039;s priority.  This flag prevents &amp;lt;tt&amp;gt;Goal_override&amp;lt;/tt&amp;gt; from being assigned, causing form-on-wing to follow the normal goal prioritization logic.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$purge player-issued form-on-wing after subsequent order:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Causes any form-on-wing goal issued by the player (i.e. via the HUD communications system) to be removed from a ship&#039;s goal list (even if it is not the current goal) when the ship is given another goal of any priority.  This flag can be useful for mods which configure form-on-wing goals to use the same execution and prioritization logic as normal goals.  Since form-on-wing goals are typically temporary, regardless of their priority, this flag enforces that temporary nature.  By using this flag, mission designers can ensure that mission-directed AI goal logic is followed regardless of form-on-wing status.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$cancel future waves of any wing launched from an exited ship:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Infamously, in FSO, a wing whose mothership is destroyed will not, itself, be considered destroyed if it has more waves remaining, because wing cleanup and logging typically only happen when the last ship in the last wave exits the mission. Instead, with no mothership to arrive from, waves will simply no longer arrive. Events that check to see if the wing is destroyed or departed will never fire. This flag fixes that behavior, ensuring that the wing is cleaned up and logged properly, by using the same logic as the enhanced cancel-future-waves SEXP operator.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix &#039;ignore if dead&#039; flag:===&lt;br /&gt;
{{Table260|&lt;br /&gt;
*The subsystem flag &amp;quot;ignore if dead&amp;quot; that many mods use is supposed to &amp;quot;prevent homing weapons from attempting to hit the now destroyed submodel and instead tells them to home on the main hull of the target.&amp;quot; The code was bugged though and unfortunately what ends up happening is that the weapon dumb fire instead of homes. This bug means if you destroy a subsystem with this flag, then lock onto it with an aspect weapon and fire the weapon, the weapon will just dumb fire. Enabling this flag fixes this, and actually makes &amp;quot;ignore if dead&amp;quot; flag work as intended. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no collision avoidance for kamikaze fighters:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Kamikaze fighters will often veer away from their target because they are paradoxically trying not to collide with it.  When this flag is enabled, they will not veer away. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix big ship waypoint completion:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes the &amp;quot;spinning Orion&amp;quot; waypoint completion bug.  When this flag is enabled, a) big ships complete a waypoint within their radius rather than sqrt(radius); and b) completion no longer requires moving 0.1m in a single frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix shockwave expiring before dealing damage:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes shockwave damage so that shockwaves that move faster than 1-frame properly still deal damage. Without this fix it is possible the shockwave may have lifetime shorter than one frame (e.g. high speed, small radius), which by default results in shockwave applying no damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix fighter/bomber AI recovers after engines repaired:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes edge-case of AI of fighters/bombers remaining stationary if their engines were destroyed and then repaired. This could occur if their engines get temporarily disabled and then repaired and their current target dies/departs, and by default this results in the fighter/bomber not moving even when their engines are repaired. Enabling this fix allows the fighter/bomber to avoid this issue and move properly. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&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 Missiles 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,  1.333,0.5,  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;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&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:        0.1,  0.2,  0.35, 0.5,  0.6&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;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&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;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         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>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=67526</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=67526"/>
		<updated>2026-07-20T01:26:29Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add 26.2 enabled&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-12|72a11fd542671e849042a2e8de0f090e5cbdae0d}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ai_profiles.tbl&#039;&#039;&#039; 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;
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the &amp;quot;FS2 RETAIL&amp;quot; AI profile. It&#039;s usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.&lt;br /&gt;
&lt;br /&gt;
{{Table232| This table can also be called &#039;&#039;&#039;mission_profiles.tbl&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
{{Table232| Can also be extended with &#039;&#039;&#039;xxx-msp.tbm&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;reset last_hit_target_time for player hits&#039;&#039;&#039;}}&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;fix ramming stationary targets bug&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;huge turret weapons ignore bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix linked primary weapon decision bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent turrets targeting too distant bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix heat seekers homing on stealth ships bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;allow vertical dodge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai class bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ai guards specific ship in wing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai path order bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;aspect bomb invulnerability fix&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;use actual primary range&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fighters/bombers with no shields can manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;fixed ship-weapon collisions&#039;&#039;&#039;}}&lt;br /&gt;
{{Table220|&lt;br /&gt;
*&#039;&#039;&#039;fighterbay arrivals use carrier orientation&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent negative turret ammo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix keep-safe-distance&#039;&#039;&#039;}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;fix good-rearm-time bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;no continuous turn on attack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;remove-goal properly removes play-dead order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;ships playing dead don&#039;t manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table234|&lt;br /&gt;
*&#039;&#039;&#039;hud squad messages use tactical disarm/disable&#039;&#039;&#039;}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;debris damage respects &#039;big damage&#039; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;force beam turrets to use normal fov&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;guards ignore protected attackers&#039;&#039;&#039;}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;fix avoid-shockwave bugs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;purge player-issued form-on-wing after subsequent order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table260|&lt;br /&gt;
*&#039;&#039;&#039;$fix &#039;ignore if dead&#039; flag:&#039;&#039;&#039;}}&lt;br /&gt;
{{Table262|&lt;br /&gt;
*&#039;&#039;&#039;$fix target updating with strafe:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$no collision avoidance for kamikaze fighters:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$fix big ship waypoint completion:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$fix shockwave expiring before dealing damage:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$fix fighter/bomber AI recovers after engines repaired:&#039;&#039;&#039;&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 &#039;&#039;&#039;FS2 Retail&#039;&#039;&#039;, 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;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Friendly Fire Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly weapon fire, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Self Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by self-hits, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&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;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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 Missiles 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;
*Note: The alternative spelling &amp;quot;Missles&amp;quot; is also accepted for backwards compatibility reasons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*This number is also checked when a ship checks for a new target, such as using the goal attack-any. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$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;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the time after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI&#039;s aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&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: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&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;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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 for an AI to hesitate about firing a secondary or homing turret weapon at the player. Values range from 0-6, at 0 they will frequently hesitate, at 6 they will never hesitate.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4&lt;br /&gt;
* Mechanic details: AIs are only allowed to fire homing secondaries or turrets with homing weapons at the player in a limited window of time. The window starts every ten seconds, and lasts (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) 7ths of that ten second cycle. Each ship has it&#039;s own cycle, so their windows are not all synchronized.&lt;br /&gt;
* Example: a value of 1 becomes 2/7ths, so ships can fire homing weapons at the player for roughly 2.85 seconds at a time, then are unable to fire them for 7.15 seconds.&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;
===$free afterburner use:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*If set, the AI will use afterburners in more situations.}}&lt;br /&gt;
&lt;br /&gt;
===$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 1.1 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;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$check communications for non-player ships:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, every ship will have the same communications subsystem restrictions as the player, including minimum strength to send messages and EMP scramble status.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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 *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable player secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, players are not allowed to dual-fire their secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$disable ai secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, AIs are not allowed to dual-fire their secondaries.}}&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;
===$fix ramming stationary targets bug:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, AI ships will try not to crash into stationary targets.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3147 Mantis #3147].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, ships that are on different teams and ships that are outside the player&#039;s squadron will be allowed to send death screams.  Additionally, the game will no longer cap a maximum number of screams per mission.  (This flag originated as a customization of message behavior for the Wing Commander Saga mod.)&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform less checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22fov_edge_checks.22|&amp;quot;fov edge checks&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22target_requires_fov.22|&amp;quot;target requires fov&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Normally, 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 flag to YES to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES; to get rid of retail behavior you would specify NO. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Default: NO.&lt;br /&gt;
* When no, when any secondary encounters any beam it is instantly destroyed regardless of if it is marked as interceptable, has a health value, or any other circumstance that would normally apply to interception by other weapons.&lt;br /&gt;
* When true, damage and health values are respected in these circumstances. Secondaries without hitpoints are still destroyed, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*By default, an aspect seeker that&#039;s been decoyed by a CM just flies straight forward, while a heatseeker in the same position will actively home in on the CM.  This flag makes aspect seekers match heatseeker behavior in this regard.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$support don&#039;t add primaries:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, the support ship will not equip a new primary weapon into an empty bank.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$max allies rearming threshold:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*The maximum allowed number of allies that are allowed to be rearming at the same time. It should be noted that the effect is more noticeable at higher numbers.&lt;br /&gt;
*2 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay arrivals use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships arriving via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they exit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay departures use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships departing via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they enter.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris damage respects &#039;big damage&#039; flag:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Causes damage inflicted by debris to be limited by the &#039;big damage&#039; flag in the same way as damage inflicted by weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t limit change in speed due to physics whack:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the speed change due to physics whacks (collision, shockwave, etc.) is unlimited.  Without this flag, the speed change will be capped at 440 m/s if it exceeds 500 m/s.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$guards ignore protected attackers:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the AI will not guard against ships that have the &amp;quot;protect-ship&amp;quot; flag.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai path mode:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Possible options are &amp;quot;normal&amp;quot; and &amp;quot;alt1&amp;quot;. The alt1 mode differs from the normal behaviour in the following ways:&lt;br /&gt;
**1. No path shortcutting. Normal pathing AI will skip forward along a path to the furthest point it can reach. This is sometimes desirable, but makes it a lot harder to predict how the AI is going to behave at various points along a path. Turning this off also allows us to force the AI to straighten out, by giving it several waypoints in a more-or-less straight line. This is useful for such things as lining up a landing. &lt;br /&gt;
**2. No sliding when following paths. Docking still works, but there is some code that causes the AI to lose its mind if it just misses a point: it turns towards the point in big, looping circles. This is apparently caused by passing a slide_vec value into ai_turn_towards_vector, which doesn&#039;t even seem to do what you&#039;d expect it to do. Passing a null value instead turns off the stupid. (The behavior is fixed in alt1).&lt;br /&gt;
**3. Momentum taken into account when following paths. Path points will trigger sooner, proportional to the ship&#039;s speed and momentum. This prevents the AI from massively overshooting a waypoint, especially with high-damp ships.&lt;br /&gt;
**4. AI tries to follow the line between waypoints. Instead of just pointing at the next waypoint, the AI will fly a bit towards the line. This helps keep the AI actually on the path it claims to be following. See picture:[[Image:Altpaths.png]]&lt;br /&gt;
Blue is what happens with regular pathing. Red is the modified pathing: as you can see, it actively moves back towards the line.&lt;br /&gt;
**5. AI will respect &amp;quot;cap-waypoint-speed&amp;quot; when following paths (such as when docking or departing via bay).}}&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$default ship select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$strict turret-tagged-only targeting:===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*When set, newer turret-tagged-only behavior will be enabled.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3114 Mantis #3114].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$aspect bomb invulnerability fix:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs.  Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$glide decay requires thrust:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, gliding ships will maintain their current speed without decay as long as they aren&#039;t actively thrusting.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai can slow down when attacking big ships:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*When set, fighters attacking big ships will slow down depending on how long they&#039;ve been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it&#039;s been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use actual primary range:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$override radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, this value overrides the default distance for determining if a ship had reached a point in a model subsystem path. Useful to allow ships with high damp values to navigate subsystem paths when attacking a subsystem. Must be greater than or equal to 1. If &#039;&#039;&#039;&#039;&#039;$use POF radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set than this override value will only be used if the point in the subsystem path is less than 1 or invalid. &lt;br /&gt;
*5 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use POF radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, the distance for determining if a ship had reached a point in a model subsystem path will be the radius of that path point, not the default distance of 5.  &lt;br /&gt;
*Off by default. If this is set to YES and &#039;&#039;&#039;&#039;&#039;&#039;$override radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set to greater than or equal to 1, then the path point radius will be used. If the path point radius cannot be found or is less than 1 then override radius will be used if it is set to greater than or equal to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$lead indicator second-order prediction factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*This is a 0 to 1 multiplier of a factor to adjust the lead indicator to take into account a ship&#039;s rotational velocity as well as its velocity. This will directly affect autoaim, making it more accurate for turning enemies.&lt;br /&gt;
*This &#039;&#039;will&#039;&#039; make the lead indicator slightly jitterier in general, and does not properly take into account gliding. It is recommended to adjust the value to fit your situation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$no directional bias for missile and ship turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When enabled, this will cause ships and missiles to take direct turning paths to point at their target. This does not directly affect their turning time, but in many situations will result in more efficient paths and a better time-to-target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$respect ship axial turnrate differences:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will use the average of their pitch and heading turn times for their turn time on all axes. If this is enabled the ship will actually use the tabled values for each axis.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;&#039;&#039;:The AI will &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; take this into account when turning, it will always turn directly towards its target, even if it could bank and use a faster axis instead. Use this flag carefully, and make sure that their your ships have exactly the turn times you want for each axis.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$any ship with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on any ship to manage ETS for weapons and engines even if they do not have shields set to on. Do note that in Vanilla FS2, some capital ships can go much faster with this enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighters/bombers with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on fighters and bombers to manage ETS for weapons and engines even if they do have shields set to on.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ships playing dead don&#039;t manage ETS:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Prevents ships from managing their ETS is they are currently playing dead.  Managing ETS could lead to unexpected speed changes in ship-maneuver.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better combat collision avoidance for fightercraft:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while fighting, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.&lt;br /&gt;
*The value is multiplied to a vector proportional the ship&#039;s velocity divided by its rotation time, which roughly determines the minimum distance needed to pull away from an obstacle directly ahead, and the time at which the AI will stop what&#039;s it&#039;s doing to pull away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance for fightercraft includes target:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance to include the target ship it might be attacking. Enabling this can help reduce collisions when attacking if ship speeds in your mod are higher than retail.   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better guard collision avoidance for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while guarding, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat guard avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better guarding collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.&lt;br /&gt;
*The value is multiplied to a vector proportional the ship&#039;s velocity divided by its rotation time, which roughly determines the minimum distance needed to pull away from an obstacle directly ahead, and the time at which the AI will stop what&#039;s it&#039;s doing to pull away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===$firing requires exact los:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause turrets and AI weapons to only fire if they have a clear line of sight from their firing point to their target&#039;s ship&#039;s center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$exact los minimum detection radius:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*The minimum radius of objects that are considered for line-of-sight when using the &#039;&#039;$firing requires exact los:&#039;&#039; flag.  The default is 10.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved missile avoidance for fightercraft:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fighters/bombers will be much more effective at dodging missiles in general. Of note is that AI do not normally care about countermeasure effect range before dropping them (only distance less than 200m), with this flag, they will only drop them if within countermeasure range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI profile countermeasure chance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class profile countermeasure firing chance. By default Friendly ships always use the second value in &#039;&#039;&#039;$AI Countermeasure Firing Chance:&#039;&#039;&#039; from default AI profile. The older name of &amp;quot;$friendly ships use AI profile countermeasure chance:&amp;quot; also enables this flag. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved subsystem attack pathing:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fightercraft will use a somewhat more efficient and faster subsystem attack pathing method.&lt;br /&gt;
*Notably, this method &#039;&#039;does not&#039;&#039; use the path system. Using this flag, aside from docking and fighter bay paths, &#039;&#039;all other&#039;&#039; paths will be ignored and are no longer necessary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fixed ship-weapon collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Fixes an error in ship-weapon collisions which would occasionally cause them to not trigger when they should.&lt;br /&gt;
*Most obvious when projectiles would erroneously bypass a full shield quadrant and damage the hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI secondary range awareness:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Controls if the AI considers weapon range at all when selecting a secondary weapon to attempt to use. Currently available options are:&lt;br /&gt;
*&#039;RETAIL&#039;: The default. After performing filtering logic based on the target types and weapon flags, the AI will select the first valid secondary bank as its active one, regardless of range.&lt;br /&gt;
*&#039;AWARE&#039;: As retail, except that if a weapon is out of range it the AI will keep looking down the list to see if it has a weapon that is in range, and use that instead if it does. All other weapon selection and restriction logic still applies.}}&lt;br /&gt;
&lt;br /&gt;
===$no shield damage from ship collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Normally, the heavier ship in a collision will receive shield damage from the collision if it has one.&lt;br /&gt;
*This disables that, and causes all involved ships to only take hull damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$turret target recheck time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Defines the amount of time between target recalculation for turrets.&lt;br /&gt;
*Affects turret reaction time in all scenarios, acquiring a target from idle, re-affirming the current target, switching to a new target or even a new subsystem on the same target.&lt;br /&gt;
*Be aware setting this value too low can have an extreme performance impact. It is recommended to not set this below 30 ms.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*Default: 2000}}&lt;br /&gt;
&lt;br /&gt;
===$prevent negative turret ammo:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*By default, turrets with ammo would end up firing one extra shot, resulting in a -1 ammo. This flag corrects that behavior, so the ammo count is properly used. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix keep-safe-distance:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Allows any ship flying the keep-safe-distance behavior to turn toward its goal point. Without this flag, ships will fly into the distance in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI ignores aspect lock for leading:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*When off, AI fighters follows retail behavior of aiming directly at a target when using aspect lock missiles. When on AIs ignore this consideration and always lead their targets when attempting to aim at them.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: on}}&lt;br /&gt;
&lt;br /&gt;
===$fix good-rearm-time bug:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the &amp;quot;good rearm time&amp;quot; SEXP to correctly expire (revert to being a &amp;quot;bad rearm time&amp;quot;) at the end of the specified time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no continuous turn on attack:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Prevents an AI behavior where fighters/bombers will spin around for a second or two when they acquire a target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$remove-goal properly removes play-dead order:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes remove-goal to take the ship out of the play-dead AI mode when removing the play-dead goal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrivals not time limited:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes AI to always complete a bay arrival path, even if it takes longer than 10 seconds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use adjusted AI class autoscale:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes autoscaled AI classes to scale only based on the collection of autoscaled AI classes, not all AI classes.  This prevents autoscaled calculations from being skewed by the presence of non-autoscaled classes in the list.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$carry shield difficulty scaling bug:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Enables an erroneous behavior where player damage difficulty scaling is applied twice to damage from area blasts and shockwaves, greatly changing the effective difficulty scaling. This is a &#039;&#039;bug&#039;&#039; that should not be enabled, unless the mod was balanced during the time between 3.6.14 and 23.1 (mods [[Game_settings.tbl#.24Target_Version:|targeting within those versions]] automatically have this flag enabled).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows debris to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$asteroids affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows asteroids to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$dynamic goals afterburn hard:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Will cause all dynamic goals (such as a fighter defending itself, or a fighter chasing an attacker as part of a guard order) to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$player orders afterburn hard:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause all player orders to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use tactical disarm/disable:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Will cause disarm or disable orders issued by the hud squadmsg menu (i.e. player orders) to be &#039;tactical&#039; goals that do not cause the target to be protected from attack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$align to target when guarding stationary ship:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause ships to match the target&#039;s orientation when following a guard order, rather than facing directly away from the target which is the normal behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$rotation factor multiplier for player collisions:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Allows modders to have players experience rotational effects from collisions. This value is multiplied by the value of [https://wiki.hard-light.net/index.php/Ships.tbl#.2BRotation_Factor: $Collision Physics: +Rotation Factor:] in the ships table (which is specified for the ship class).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$fix avoid-shockwave bugs:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes a number of bugs affecting the behavior of AI ships trying to avoid ship or weapon shockwaves.  With this flag enabled, the AI will be aware of the correct homing position and impact position of the weapon being evaded, will check the correct ship for shockwave damage, and will properly update stale shockwave-avoidance data.  See PR 6378 for more details.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix standard strafe:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this will allow AI to be more effective when attacking big ships in standard strafe mode. With this flag off, there were edge cases where the AI would fly to a point to start a strafe, then think it would collide with the target and then retreat from strafe mode, only to realize it was now far enough to re-engage strafe mode, which commonly resulted in AI just flying around not accomplishing much. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix target updating with strafe:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes edge-case of AI of fighters/bombers remaining stationary if a fighter/bomber enters strafe mode attacking a large ship and that large ship dies or departs. By default, this edge-case results in the fighter/bomber AI slowing down to 0 and then not moving until another order is issued. Enabling this flag properly allows the fighter/bomber to avoid this issue and move properly.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe used more:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets if the AI tries to always entry strafe mode when attacking large ships even if there are no hostile fighters nearby. By default the AI will only entry strafe mode if the speed is below &#039;$standard strafe triggers under this speed:&#039; and enemy fighters are nearby.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe triggers under this speed:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the velocity under which the AI checks if they should enter strafe mode when attacking large ships. Setting this value higher, such as 40 if you ship&#039;s max speed is 100, and enabling $standard strafe used more:&#039; will result in the AI strafing by continually moving, instead of parking next to a big ship and blasting it while not moving. In other words, once a ship slows down during attacking, as soon as it drops below the tabled speed (and assuming strafe used more is turned on), it&#039;ll start to strafe instead of slowing down even more.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.0 m/s)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe distance from target bounding box:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the distance at which the AI flies away from their target&#039;s bounding box to attempt a strafing run when attacking large ships. Setting this value higher will result in ships doing fewer longer distance strafing runs.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe stops after time unhit:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the time duration of a strafing run when attacking a big ship if the attacking ship has not been hit. After this time elapses the AI will stop the current strafing run and loop back to logic of determining of whether or not to do another strafing run. Set higher to allow for longer duration strafing runs. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 20.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard uses big-orbit for target radius above:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the radius of a guardee ship that will trigger the guarder to use the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. This &#039;big guard&#039; mode differs from normal guard, where the AI will attempt to match the speed of the guardee if it is moving, and if it is stationary, it will fly somewhat randomly in circles around it.   &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 500.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard with big-orbit uses max speed percent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets maximum percent velocity of a guarder ship when it is using the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. By default, this value is 1.0, where the AI will fly around this cylindrical shape at full throttle. Value must be greater than 0 and less than or equal to 1. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)}}&lt;br /&gt;
&lt;br /&gt;
===$attack-any idle circle distance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Ships with the &#039;attack-any&#039; order will circle around an invisible point if there are no hostile present. This value sets the radius of how big of a circle to fly around while the AI waits for new hostiles to arrive.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 100.0)}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI Shield Manage Delay:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class shield manage delay. By default, Friendly ships always use the second value in &#039;&#039;&#039;AI Shield Manage Delay:&#039;&#039;&#039; from default AI profile.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI shield management bug:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes an edge-case bug with shield management where the AI will not direct shield energy to a quadrant if it was hit when that quadrant was down. In other words, if a shield quadrant is knocked down to 0 and continues to be shot the AI will not realize it needs to direct energy to that quadrant. Enabling this flag allows the AI to properly recognize which quadrant is in danger and needs additional recharge. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI balances shields instead of directs when attacked:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO AI on ships that manage shields will direct shield energy to a quadrant that was recently hit. If this flag is enabled the AI will always balance shields instead, which can be useful depending on the situation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$disable AI transferring energy:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Prevents AI ships from transferring energy between weapons and shields. AI ships are allowed to attempt transferring energy by default, but some mods may disable this feature for the mod and wish to also ensure the AI does not use it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$enable freespace 1 style missile behavior:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Weapons.tbl#.22freespace_1_missile_behavior.22|Can be applied on a per-weapon basis]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS uses ship class power output:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Connects the &#039;&#039;&#039;$Power Output:&#039;&#039;&#039; field in a ship class entry to the ETS system.  The ship&#039;s power output will serve as a multiplier for ETS energy flowing to guns, shields, and engines, modifying their recharge rates accordingly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS energy same regardless of system presence:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Pro-rates available ETS energy according to the number of systems available.  Normally, for ships without a shield system, FreeSpace behaves as if all shield energy is redirected to guns and engines.  Consequently, weapons and afterburner will recharge faster, and a ship&#039;s default speed will be higher, than if shields were present.  When this flag is enabled, available ETS energy is scaled so that the rates are the same in both situations.&lt;br /&gt;
*This flag presents certain trade-offs.  On one hand, this flag avoids the possibly surprising behavior of ships performing, in shieldless engagements, better than one might expect from the table entry.  On the other hand, see the next bullet point.&lt;br /&gt;
*Modders should consider both the gameplay and story aspects of this flag.  From an in-universe perspective, enabling this flag means that, on a shieldless ship, the energy that would otherwise go to shields is expended without effect and is wasted.  Or, looking at it another way, it means that upgrading a ship to have a shield system also entails upgrading the reactor to deliver 50% more energy.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t issue form-on-wing goals at mission start:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, at the beginning of a mission, player wings that do not have an initial goal will be given an initial goal to form on the player. Wings in the loadout screen (aka &amp;quot;starting&amp;quot; wings) will also, if they do not have an initial goal, be issued the same goal if they arrive after mission start. This flag disables that behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$default form-on-wing priority:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*The default goal priority to be used when issuing a form-on-wing order via sexp or script.  If not specified, this is 99.  Note that orders issued via the HUD communications system will use the standard communications priorities (100 for ships and 95 for wings) regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not clear goals when running form-on-wing:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, as soon as a form-on-wing goal is executed by a ship, every goal on that ship is cleared.  Thus the ship will follow the form-on-wing behavior while forgetting both the form goal and all previous goals, and if it receives any other goal in any way, it will immediately begin a new behavior.  This flag prevents the goal clearing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not clear goals when running stay-still:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, as soon as a stay-still goal is executed by a ship, every goal on that ship is cleared.  Thus the ship will follow the stay-still behavior while forgetting both the stay-still goal and all previous goals, and if it receives any other goal in any way, it will immediately begin a new behavior.  This flag prevents the goal clearing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not set override when assigning form-on-wing:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, any form-on-wing goal, regardless of how it is assigned, is given a &amp;lt;tt&amp;gt;Goal_override&amp;lt;/tt&amp;gt; flag.  This causes its goal to be evaluated as the top priority goal, regardless of its actual priority or any other goal&#039;s priority.  This flag prevents &amp;lt;tt&amp;gt;Goal_override&amp;lt;/tt&amp;gt; from being assigned, causing form-on-wing to follow the normal goal prioritization logic.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$purge player-issued form-on-wing after subsequent order:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Causes any form-on-wing goal issued by the player (i.e. via the HUD communications system) to be removed from a ship&#039;s goal list (even if it is not the current goal) when the ship is given another goal of any priority.  This flag can be useful for mods which configure form-on-wing goals to use the same execution and prioritization logic as normal goals.  Since form-on-wing goals are typically temporary, regardless of their priority, this flag enforces that temporary nature.  By using this flag, mission designers can ensure that mission-directed AI goal logic is followed regardless of form-on-wing status.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$cancel future waves of any wing launched from an exited ship:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Infamously, in FSO, a wing whose mothership is destroyed will not, itself, be considered destroyed if it has more waves remaining, because wing cleanup and logging typically only happen when the last ship in the last wave exits the mission. Instead, with no mothership to arrive from, waves will simply no longer arrive. Events that check to see if the wing is destroyed or departed will never fire. This flag fixes that behavior, ensuring that the wing is cleaned up and logged properly, by using the same logic as the enhanced cancel-future-waves SEXP operator.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix &#039;ignore if dead&#039; flag:===&lt;br /&gt;
{{Table260|&lt;br /&gt;
*The subsystem flag &amp;quot;ignore if dead&amp;quot; that many mods use is supposed to &amp;quot;prevent homing weapons from attempting to hit the now destroyed submodel and instead tells them to home on the main hull of the target.&amp;quot; The code was bugged though and unfortunately what ends up happening is that the weapon dumb fire instead of homes. This bug means if you destroy a subsystem with this flag, then lock onto it with an aspect weapon and fire the weapon, the weapon will just dumb fire. Enabling this flag fixes this, and actually makes &amp;quot;ignore if dead&amp;quot; flag work as intended. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no collision avoidance for kamikaze fighters:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Kamikaze fighters will often veer away from their target because they are paradoxically trying not to collide with it.  When this flag is enabled, they will not veer away. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix big ship waypoint completion:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes the &amp;quot;spinning Orion&amp;quot; waypoint completion bug.  When this flag is enabled, a) big ships complete a waypoint within their radius rather than sqrt(radius); and b) completion no longer requires moving 0.1m in a single frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix shockwave expiring before dealing damage:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes shockwave damage so that shockwaves that move faster than 1-frame properly still deal damage. Without this fix it is possible the shockwave may have lifetime shorter than one frame (e.g. high speed, small radius), which by default results in shockwave applying no damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix fighter/bomber AI recovers after engines repaired:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes edge-case of AI of fighters/bombers remaining stationary if their engines were destroyed and then repaired. This could occur if their engines get temporarily disabled and then repaired and their current target dies/departs, and by default this results in the fighter/bomber not moving even when their engines are repaired. Enabling this fix allows the fighter/bomber to avoid this issue and move properly. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&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 Missiles 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,  1.333,0.5,  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;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&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:        0.1,  0.2,  0.35, 0.5,  0.6&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;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&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;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         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>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=67330</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=67330"/>
		<updated>2026-07-19T04:16:05Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add new AI flags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-12|72a11fd542671e849042a2e8de0f090e5cbdae0d}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ai_profiles.tbl&#039;&#039;&#039; 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;
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the &amp;quot;FS2 RETAIL&amp;quot; AI profile. It&#039;s usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.&lt;br /&gt;
&lt;br /&gt;
{{Table232| This table can also be called &#039;&#039;&#039;mission_profiles.tbl&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
{{Table232| Can also be extended with &#039;&#039;&#039;xxx-msp.tbm&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;reset last_hit_target_time for player hits&#039;&#039;&#039;}}&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;fix ramming stationary targets bug&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;huge turret weapons ignore bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix linked primary weapon decision bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent turrets targeting too distant bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix heat seekers homing on stealth ships bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;allow vertical dodge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai class bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ai guards specific ship in wing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai path order bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;aspect bomb invulnerability fix&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;use actual primary range&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fighters/bombers with no shields can manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;fixed ship-weapon collisions&#039;&#039;&#039;}}&lt;br /&gt;
{{Table220|&lt;br /&gt;
*&#039;&#039;&#039;fighterbay arrivals use carrier orientation&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent negative turret ammo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix keep-safe-distance&#039;&#039;&#039;}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;fix good-rearm-time bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;no continuous turn on attack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;remove-goal properly removes play-dead order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;ships playing dead don&#039;t manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table234|&lt;br /&gt;
*&#039;&#039;&#039;hud squad messages use tactical disarm/disable&#039;&#039;&#039;}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;debris damage respects &#039;big damage&#039; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;force beam turrets to use normal fov&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;guards ignore protected attackers&#039;&#039;&#039;}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;fix avoid-shockwave bugs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;purge player-issued form-on-wing after subsequent order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table260|&lt;br /&gt;
*&#039;&#039;&#039;$fix &#039;ignore if dead&#039; flag:&#039;&#039;&#039;}}&lt;br /&gt;
{{Table262|&lt;br /&gt;
*&#039;&#039;&#039;$no collision avoidance for kamikaze fighters:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$fix big ship waypoint completion:&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$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;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be &#039;&#039;&#039;FS2 Retail&#039;&#039;&#039;, the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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. -1 means no limit.&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;
===$Max Weapon Friendly Fire Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly weapon fire, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Self Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by self-hits, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&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;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Missiles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Note: The alternative spelling &amp;quot;Missles&amp;quot; is also accepted for backwards compatibility reasons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
*This number is also checked when a ship checks for a new target, such as using the goal attack-any. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$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;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the time after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI&#039;s aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&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: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&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;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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 for an AI to hesitate about firing a secondary or homing turret weapon at the player. Values range from 0-6, at 0 they will frequently hesitate, at 6 they will never hesitate.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4&lt;br /&gt;
* Mechanic details: AIs are only allowed to fire homing secondaries or turrets with homing weapons at the player in a limited window of time. The window starts every ten seconds, and lasts (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) 7ths of that ten second cycle. Each ship has it&#039;s own cycle, so their windows are not all synchronized.&lt;br /&gt;
* Example: a value of 1 becomes 2/7ths, so ships can fire homing weapons at the player for roughly 2.85 seconds at a time, then are unable to fire them for 7.15 seconds.&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;
===$free afterburner use:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*If set, the AI will use afterburners in more situations.}}&lt;br /&gt;
&lt;br /&gt;
===$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 1.1 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;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$check communications for non-player ships:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, every ship will have the same communications subsystem restrictions as the player, including minimum strength to send messages and EMP scramble status.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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 *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable player secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, players are not allowed to dual-fire their secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$disable ai secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, AIs are not allowed to dual-fire their secondaries.}}&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;
===$fix ramming stationary targets bug:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, AI ships will try not to crash into stationary targets.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3147 Mantis #3147].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, ships that are on different teams and ships that are outside the player&#039;s squadron will be allowed to send death screams.  Additionally, the game will no longer cap a maximum number of screams per mission.  (This flag originated as a customization of message behavior for the Wing Commander Saga mod.)&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform less checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22fov_edge_checks.22|&amp;quot;fov edge checks&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22target_requires_fov.22|&amp;quot;target requires fov&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Normally, 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 flag to YES to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES; to get rid of retail behavior you would specify NO. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Default: NO.&lt;br /&gt;
* When no, when any secondary encounters any beam it is instantly destroyed regardless of if it is marked as interceptable, has a health value, or any other circumstance that would normally apply to interception by other weapons.&lt;br /&gt;
* When true, damage and health values are respected in these circumstances. Secondaries without hitpoints are still destroyed, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*By default, an aspect seeker that&#039;s been decoyed by a CM just flies straight forward, while a heatseeker in the same position will actively home in on the CM.  This flag makes aspect seekers match heatseeker behavior in this regard.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$support don&#039;t add primaries:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, the support ship will not equip a new primary weapon into an empty bank.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$max allies rearming threshold:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*The maximum allowed number of allies that are allowed to be rearming at the same time. It should be noted that the effect is more noticeable at higher numbers.&lt;br /&gt;
*2 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay arrivals use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships arriving via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they exit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay departures use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships departing via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they enter.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris damage respects &#039;big damage&#039; flag:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Causes damage inflicted by debris to be limited by the &#039;big damage&#039; flag in the same way as damage inflicted by weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t limit change in speed due to physics whack:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the speed change due to physics whacks (collision, shockwave, etc.) is unlimited.  Without this flag, the speed change will be capped at 440 m/s if it exceeds 500 m/s.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$guards ignore protected attackers:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the AI will not guard against ships that have the &amp;quot;protect-ship&amp;quot; flag.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai path mode:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Possible options are &amp;quot;normal&amp;quot; and &amp;quot;alt1&amp;quot;. The alt1 mode differs from the normal behaviour in the following ways:&lt;br /&gt;
**1. No path shortcutting. Normal pathing AI will skip forward along a path to the furthest point it can reach. This is sometimes desirable, but makes it a lot harder to predict how the AI is going to behave at various points along a path. Turning this off also allows us to force the AI to straighten out, by giving it several waypoints in a more-or-less straight line. This is useful for such things as lining up a landing. &lt;br /&gt;
**2. No sliding when following paths. Docking still works, but there is some code that causes the AI to lose its mind if it just misses a point: it turns towards the point in big, looping circles. This is apparently caused by passing a slide_vec value into ai_turn_towards_vector, which doesn&#039;t even seem to do what you&#039;d expect it to do. Passing a null value instead turns off the stupid. (The behavior is fixed in alt1).&lt;br /&gt;
**3. Momentum taken into account when following paths. Path points will trigger sooner, proportional to the ship&#039;s speed and momentum. This prevents the AI from massively overshooting a waypoint, especially with high-damp ships.&lt;br /&gt;
**4. AI tries to follow the line between waypoints. Instead of just pointing at the next waypoint, the AI will fly a bit towards the line. This helps keep the AI actually on the path it claims to be following. See picture:[[Image:Altpaths.png]]&lt;br /&gt;
Blue is what happens with regular pathing. Red is the modified pathing: as you can see, it actively moves back towards the line.&lt;br /&gt;
**5. AI will respect &amp;quot;cap-waypoint-speed&amp;quot; when following paths (such as when docking or departing via bay).}}&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$default ship select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$strict turret-tagged-only targeting:===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*When set, newer turret-tagged-only behavior will be enabled.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3114 Mantis #3114].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$aspect bomb invulnerability fix:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs.  Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$glide decay requires thrust:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, gliding ships will maintain their current speed without decay as long as they aren&#039;t actively thrusting.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai can slow down when attacking big ships:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*When set, fighters attacking big ships will slow down depending on how long they&#039;ve been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it&#039;s been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use actual primary range:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$override radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, this value overrides the default distance for determining if a ship had reached a point in a model subsystem path. Useful to allow ships with high damp values to navigate subsystem paths when attacking a subsystem. Must be greater than or equal to 1. If &#039;&#039;&#039;&#039;&#039;$use POF radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set than this override value will only be used if the point in the subsystem path is less than 1 or invalid. &lt;br /&gt;
*5 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use POF radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, the distance for determining if a ship had reached a point in a model subsystem path will be the radius of that path point, not the default distance of 5.  &lt;br /&gt;
*Off by default. If this is set to YES and &#039;&#039;&#039;&#039;&#039;&#039;$override radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set to greater than or equal to 1, then the path point radius will be used. If the path point radius cannot be found or is less than 1 then override radius will be used if it is set to greater than or equal to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$lead indicator second-order prediction factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*This is a 0 to 1 multiplier of a factor to adjust the lead indicator to take into account a ship&#039;s rotational velocity as well as its velocity. This will directly affect autoaim, making it more accurate for turning enemies.&lt;br /&gt;
*This &#039;&#039;will&#039;&#039; make the lead indicator slightly jitterier in general, and does not properly take into account gliding. It is recommended to adjust the value to fit your situation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$no directional bias for missile and ship turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When enabled, this will cause ships and missiles to take direct turning paths to point at their target. This does not directly affect their turning time, but in many situations will result in more efficient paths and a better time-to-target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$respect ship axial turnrate differences:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will use the average of their pitch and heading turn times for their turn time on all axes. If this is enabled the ship will actually use the tabled values for each axis.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;&#039;&#039;:The AI will &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; take this into account when turning, it will always turn directly towards its target, even if it could bank and use a faster axis instead. Use this flag carefully, and make sure that their your ships have exactly the turn times you want for each axis.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$any ship with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on any ship to manage ETS for weapons and engines even if they do not have shields set to on. Do note that in Vanilla FS2, some capital ships can go much faster with this enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighters/bombers with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on fighters and bombers to manage ETS for weapons and engines even if they do have shields set to on.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ships playing dead don&#039;t manage ETS:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Prevents ships from managing their ETS is they are currently playing dead.  Managing ETS could lead to unexpected speed changes in ship-maneuver.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better combat collision avoidance for fightercraft:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while fighting, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.&lt;br /&gt;
*The value is multiplied to a vector proportional the ship&#039;s velocity divided by its rotation time, which roughly determines the minimum distance needed to pull away from an obstacle directly ahead, and the time at which the AI will stop what&#039;s it&#039;s doing to pull away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance for fightercraft includes target:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance to include the target ship it might be attacking. Enabling this can help reduce collisions when attacking if ship speeds in your mod are higher than retail.   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better guard collision avoidance for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while guarding, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat guard avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better guarding collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.&lt;br /&gt;
*The value is multiplied to a vector proportional the ship&#039;s velocity divided by its rotation time, which roughly determines the minimum distance needed to pull away from an obstacle directly ahead, and the time at which the AI will stop what&#039;s it&#039;s doing to pull away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===$firing requires exact los:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause turrets and AI weapons to only fire if they have a clear line of sight from their firing point to their target&#039;s ship&#039;s center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$exact los minimum detection radius:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*The minimum radius of objects that are considered for line-of-sight when using the &#039;&#039;$firing requires exact los:&#039;&#039; flag.  The default is 10.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved missile avoidance for fightercraft:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fighters/bombers will be much more effective at dodging missiles in general. Of note is that AI do not normally care about countermeasure effect range before dropping them (only distance less than 200m), with this flag, they will only drop them if within countermeasure range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI profile countermeasure chance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class profile countermeasure firing chance. By default Friendly ships always use the second value in &#039;&#039;&#039;$AI Countermeasure Firing Chance:&#039;&#039;&#039; from default AI profile. The older name of &amp;quot;$friendly ships use AI profile countermeasure chance:&amp;quot; also enables this flag. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved subsystem attack pathing:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fightercraft will use a somewhat more efficient and faster subsystem attack pathing method.&lt;br /&gt;
*Notably, this method &#039;&#039;does not&#039;&#039; use the path system. Using this flag, aside from docking and fighter bay paths, &#039;&#039;all other&#039;&#039; paths will be ignored and are no longer necessary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fixed ship-weapon collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Fixes an error in ship-weapon collisions which would occasionally cause them to not trigger when they should.&lt;br /&gt;
*Most obvious when projectiles would erroneously bypass a full shield quadrant and damage the hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI secondary range awareness:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Controls if the AI considers weapon range at all when selecting a secondary weapon to attempt to use. Currently available options are:&lt;br /&gt;
*&#039;RETAIL&#039;: The default. After performing filtering logic based on the target types and weapon flags, the AI will select the first valid secondary bank as its active one, regardless of range.&lt;br /&gt;
*&#039;AWARE&#039;: As retail, except that if a weapon is out of range it the AI will keep looking down the list to see if it has a weapon that is in range, and use that instead if it does. All other weapon selection and restriction logic still applies.}}&lt;br /&gt;
&lt;br /&gt;
===$no shield damage from ship collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Normally, the heavier ship in a collision will receive shield damage from the collision if it has one.&lt;br /&gt;
*This disables that, and causes all involved ships to only take hull damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$turret target recheck time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Defines the amount of time between target recalculation for turrets.&lt;br /&gt;
*Affects turret reaction time in all scenarios, acquiring a target from idle, re-affirming the current target, switching to a new target or even a new subsystem on the same target.&lt;br /&gt;
*Be aware setting this value too low can have an extreme performance impact. It is recommended to not set this below 30 ms.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*Default: 2000}}&lt;br /&gt;
&lt;br /&gt;
===$prevent negative turret ammo:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*By default, turrets with ammo would end up firing one extra shot, resulting in a -1 ammo. This flag corrects that behavior, so the ammo count is properly used. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix keep-safe-distance:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Allows any ship flying the keep-safe-distance behavior to turn toward its goal point. Without this flag, ships will fly into the distance in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI ignores aspect lock for leading:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*When off, AI fighters follows retail behavior of aiming directly at a target when using aspect lock missiles. When on AIs ignore this consideration and always lead their targets when attempting to aim at them.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: on}}&lt;br /&gt;
&lt;br /&gt;
===$fix good-rearm-time bug:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the &amp;quot;good rearm time&amp;quot; SEXP to correctly expire (revert to being a &amp;quot;bad rearm time&amp;quot;) at the end of the specified time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no continuous turn on attack:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Prevents an AI behavior where fighters/bombers will spin around for a second or two when they acquire a target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$remove-goal properly removes play-dead order:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes remove-goal to take the ship out of the play-dead AI mode when removing the play-dead goal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrivals not time limited:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes AI to always complete a bay arrival path, even if it takes longer than 10 seconds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use adjusted AI class autoscale:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes autoscaled AI classes to scale only based on the collection of autoscaled AI classes, not all AI classes.  This prevents autoscaled calculations from being skewed by the presence of non-autoscaled classes in the list.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$carry shield difficulty scaling bug:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Enables an erroneous behavior where player damage difficulty scaling is applied twice to damage from area blasts and shockwaves, greatly changing the effective difficulty scaling. This is a &#039;&#039;bug&#039;&#039; that should not be enabled, unless the mod was balanced during the time between 3.6.14 and 23.1 (mods [[Game_settings.tbl#.24Target_Version:|targeting within those versions]] automatically have this flag enabled).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows debris to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$asteroids affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows asteroids to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$dynamic goals afterburn hard:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Will cause all dynamic goals (such as a fighter defending itself, or a fighter chasing an attacker as part of a guard order) to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$player orders afterburn hard:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause all player orders to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use tactical disarm/disable:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Will cause disarm or disable orders issued by the hud squadmsg menu (i.e. player orders) to be &#039;tactical&#039; goals that do not cause the target to be protected from attack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$align to target when guarding stationary ship:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause ships to match the target&#039;s orientation when following a guard order, rather than facing directly away from the target which is the normal behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$rotation factor multiplier for player collisions:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Allows modders to have players experience rotational effects from collisions. This value is multiplied by the value of [https://wiki.hard-light.net/index.php/Ships.tbl#.2BRotation_Factor: $Collision Physics: +Rotation Factor:] in the ships table (which is specified for the ship class).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$fix avoid-shockwave bugs:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes a number of bugs affecting the behavior of AI ships trying to avoid ship or weapon shockwaves.  With this flag enabled, the AI will be aware of the correct homing position and impact position of the weapon being evaded, will check the correct ship for shockwave damage, and will properly update stale shockwave-avoidance data.  See PR 6378 for more details.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix standard strafe:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this will allow AI to be more effective when attacking big ships in standard strafe mode. With this flag off, there were edge cases where the AI would fly to a point to start a strafe, then think it would collide with the target and then retreat from strafe mode, only to realize it was now far enough to re-engage strafe mode, which commonly resulted in AI just flying around not accomplishing much. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix target updating with strafe:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes edge-case of AI of fighters/bombers remaining stationary if a fighter/bomber enters strafe mode attacking a large ship and that large ship dies or departs. By default, this edge-case results in the fighter/bomber AI slowing down to 0 and then not moving until another order is issued. Enabling this flag properly allows the fighter/bomber to avoid this issue and move properly.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe used more:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets if the AI tries to always entry strafe mode when attacking large ships even if there are no hostile fighters nearby. By default the AI will only entry strafe mode if the speed is below &#039;$standard strafe triggers under this speed:&#039; and enemy fighters are nearby.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe triggers under this speed:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the velocity under which the AI checks if they should enter strafe mode when attacking large ships. Setting this value higher, such as 40 if you ship&#039;s max speed is 100, and enabling $standard strafe used more:&#039; will result in the AI strafing by continually moving, instead of parking next to a big ship and blasting it while not moving. In other words, once a ship slows down during attacking, as soon as it drops below the tabled speed (and assuming strafe used more is turned on), it&#039;ll start to strafe instead of slowing down even more.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.0 m/s)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe distance from target bounding box:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the distance at which the AI flies away from their target&#039;s bounding box to attempt a strafing run when attacking large ships. Setting this value higher will result in ships doing fewer longer distance strafing runs.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe stops after time unhit:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the time duration of a strafing run when attacking a big ship if the attacking ship has not been hit. After this time elapses the AI will stop the current strafing run and loop back to logic of determining of whether or not to do another strafing run. Set higher to allow for longer duration strafing runs. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 20.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard uses big-orbit for target radius above:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the radius of a guardee ship that will trigger the guarder to use the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. This &#039;big guard&#039; mode differs from normal guard, where the AI will attempt to match the speed of the guardee if it is moving, and if it is stationary, it will fly somewhat randomly in circles around it.   &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 500.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard with big-orbit uses max speed percent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets maximum percent velocity of a guarder ship when it is using the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. By default, this value is 1.0, where the AI will fly around this cylindrical shape at full throttle. Value must be greater than 0 and less than or equal to 1. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)}}&lt;br /&gt;
&lt;br /&gt;
===$attack-any idle circle distance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Ships with the &#039;attack-any&#039; order will circle around an invisible point if there are no hostile present. This value sets the radius of how big of a circle to fly around while the AI waits for new hostiles to arrive.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 100.0)}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI Shield Manage Delay:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class shield manage delay. By default, Friendly ships always use the second value in &#039;&#039;&#039;AI Shield Manage Delay:&#039;&#039;&#039; from default AI profile.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI shield management bug:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes an edge-case bug with shield management where the AI will not direct shield energy to a quadrant if it was hit when that quadrant was down. In other words, if a shield quadrant is knocked down to 0 and continues to be shot the AI will not realize it needs to direct energy to that quadrant. Enabling this flag allows the AI to properly recognize which quadrant is in danger and needs additional recharge. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI balances shields instead of directs when attacked:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO AI on ships that manage shields will direct shield energy to a quadrant that was recently hit. If this flag is enabled the AI will always balance shields instead, which can be useful depending on the situation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$disable AI transferring energy:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Prevents AI ships from transferring energy between weapons and shields. AI ships are allowed to attempt transferring energy by default, but some mods may disable this feature for the mod and wish to also ensure the AI does not use it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$enable freespace 1 style missile behavior:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Weapons.tbl#.22freespace_1_missile_behavior.22|Can be applied on a per-weapon basis]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS uses ship class power output:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Connects the &#039;&#039;&#039;$Power Output:&#039;&#039;&#039; field in a ship class entry to the ETS system.  The ship&#039;s power output will serve as a multiplier for ETS energy flowing to guns, shields, and engines, modifying their recharge rates accordingly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS energy same regardless of system presence:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Pro-rates available ETS energy according to the number of systems available.  Normally, for ships without a shield system, FreeSpace behaves as if all shield energy is redirected to guns and engines.  Consequently, weapons and afterburner will recharge faster, and a ship&#039;s default speed will be higher, than if shields were present.  When this flag is enabled, available ETS energy is scaled so that the rates are the same in both situations.&lt;br /&gt;
*This flag presents certain trade-offs.  On one hand, this flag avoids the possibly surprising behavior of ships performing, in shieldless engagements, better than one might expect from the table entry.  On the other hand, see the next bullet point.&lt;br /&gt;
*Modders should consider both the gameplay and story aspects of this flag.  From an in-universe perspective, enabling this flag means that, on a shieldless ship, the energy that would otherwise go to shields is expended without effect and is wasted.  Or, looking at it another way, it means that upgrading a ship to have a shield system also entails upgrading the reactor to deliver 50% more energy.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t issue form-on-wing goals at mission start:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, at the beginning of a mission, player wings that do not have an initial goal will be given an initial goal to form on the player. Wings in the loadout screen (aka &amp;quot;starting&amp;quot; wings) will also, if they do not have an initial goal, be issued the same goal if they arrive after mission start. This flag disables that behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$default form-on-wing priority:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*The default goal priority to be used when issuing a form-on-wing order via sexp or script.  If not specified, this is 99.  Note that orders issued via the HUD communications system will use the standard communications priorities (100 for ships and 95 for wings) regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not clear goals when running form-on-wing:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, as soon as a form-on-wing goal is executed by a ship, every goal on that ship is cleared.  Thus the ship will follow the form-on-wing behavior while forgetting both the form goal and all previous goals, and if it receives any other goal in any way, it will immediately begin a new behavior.  This flag prevents the goal clearing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not clear goals when running stay-still:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, as soon as a stay-still goal is executed by a ship, every goal on that ship is cleared.  Thus the ship will follow the stay-still behavior while forgetting both the stay-still goal and all previous goals, and if it receives any other goal in any way, it will immediately begin a new behavior.  This flag prevents the goal clearing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not set override when assigning form-on-wing:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, any form-on-wing goal, regardless of how it is assigned, is given a &amp;lt;tt&amp;gt;Goal_override&amp;lt;/tt&amp;gt; flag.  This causes its goal to be evaluated as the top priority goal, regardless of its actual priority or any other goal&#039;s priority.  This flag prevents &amp;lt;tt&amp;gt;Goal_override&amp;lt;/tt&amp;gt; from being assigned, causing form-on-wing to follow the normal goal prioritization logic.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$purge player-issued form-on-wing after subsequent order:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Causes any form-on-wing goal issued by the player (i.e. via the HUD communications system) to be removed from a ship&#039;s goal list (even if it is not the current goal) when the ship is given another goal of any priority.  This flag can be useful for mods which configure form-on-wing goals to use the same execution and prioritization logic as normal goals.  Since form-on-wing goals are typically temporary, regardless of their priority, this flag enforces that temporary nature.  By using this flag, mission designers can ensure that mission-directed AI goal logic is followed regardless of form-on-wing status.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$cancel future waves of any wing launched from an exited ship:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Infamously, in FSO, a wing whose mothership is destroyed will not, itself, be considered destroyed if it has more waves remaining, because wing cleanup and logging typically only happen when the last ship in the last wave exits the mission. Instead, with no mothership to arrive from, waves will simply no longer arrive. Events that check to see if the wing is destroyed or departed will never fire. This flag fixes that behavior, ensuring that the wing is cleaned up and logged properly, by using the same logic as the enhanced cancel-future-waves SEXP operator.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix &#039;ignore if dead&#039; flag:===&lt;br /&gt;
{{Table260|&lt;br /&gt;
*The subsystem flag &amp;quot;ignore if dead&amp;quot; that many mods use is supposed to &amp;quot;prevent homing weapons from attempting to hit the now destroyed submodel and instead tells them to home on the main hull of the target.&amp;quot; The code was bugged though and unfortunately what ends up happening is that the weapon dumb fire instead of homes. This bug means if you destroy a subsystem with this flag, then lock onto it with an aspect weapon and fire the weapon, the weapon will just dumb fire. Enabling this flag fixes this, and actually makes &amp;quot;ignore if dead&amp;quot; flag work as intended. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no collision avoidance for kamikaze fighters:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Kamikaze fighters will often veer away from their target because they are paradoxically trying not to collide with it.  When this flag is enabled, they will not veer away. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix big ship waypoint completion:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes the &amp;quot;spinning Orion&amp;quot; waypoint completion bug.  When this flag is enabled, a) big ships complete a waypoint within their radius rather than sqrt(radius); and b) completion no longer requires moving 0.1m in a single frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix shockwave expiring before dealing damage:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes shockwave damage so that shockwaves that move faster than 1-frame properly still deal damage. Without this fix it is possible the shockwave may have lifetime shorter than one frame (e.g. high speed, small radius), which by default results in shockwave applying no damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix fighter/bomber AI recovers after engines repaired:===&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Fixes edge-case of AI of fighters/bombers remaining stationary if their engines were destroyed and then repaired. This could occur if their engines get temporarily disabled and then repaired and their current target dies/departs, and by default this results in the fighter/bomber not moving even when their engines are repaired. Enabling this fix allows the fighter/bomber to avoid this issue and move properly. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&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 Missiles 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,  1.333,0.5,  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;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&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:        0.1,  0.2,  0.35, 0.5,  0.6&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;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&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;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         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>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Subsystem&amp;diff=67303</id>
		<title>Subsystem</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Subsystem&amp;diff=67303"/>
		<updated>2026-06-08T12:16:03Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: tune ignore if dead language&lt;/p&gt;
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The Options listed in this article should entered into the &#039;&#039;&#039;$Subsystem&#039;&#039;&#039; section of the [[Ships.tbl]]. Multiple Subsystems may be defined.&lt;br /&gt;
&lt;br /&gt;
*All subsystems a ship can have must be defined in ship&#039;s model file (.pof).&lt;br /&gt;
*See [[Subobject_and_subsystem_properties|Subobject and subsystem properties]] for information about what subsystems the game has defined meaning for.&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*[[Animation_Code|Animation Code]] can be applied to the subsystems that consist of submodels, like multi-part turrets.&lt;br /&gt;
{{Table220|&lt;br /&gt;
&#039;&#039;&#039;DEPRECATED&#039;&#039;&#039;: Unless setting initial orientation of multipart turrets, consider using the [[Animation.tbl]] in combination with [[Ships.tbl#.24Animations:|$Animations:]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==$Subsystem:==&lt;br /&gt;
*The name of the subsystem as defined in .pof file, % of ship&#039;s total hitpoints the subsystem has and rotation time (360 degrees) for multi-part turrets. Note: Assigning zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, name of the subsystem followed by the subsystem hitpoints as % of ships hitpoints and seconds per 360 degree turn. Subsystem name must be the same as described in model file (.pof).&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entries can be left empty in which case game uses default values}}&lt;br /&gt;
**Example: communications, 5, 0.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$AWACS:===&lt;br /&gt;
*Sets this subsystem&#039;s effective AWACS range. (AWACS reveals stealthed ships, cuts through nebula fog.)&lt;br /&gt;
*Syntax: intensity, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, and radius, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, - intensity is an ignored but required field. - radius is the maximum range of the AWACS.&lt;br /&gt;
&lt;br /&gt;
===$Scan time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Scan time for this subsystem.  If this is not set, the scan time for the ship is used for the subsystem&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;
===$Maximum Barrel Elevation:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum barrel elevation for the turret gun object of a multipart turret.&lt;br /&gt;
*Basically &#039;inverse FOV&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 90}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Base FOV:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the FOV of the turret base of a multipart turret, possibly restricting how far it can traverse left and right.&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;
===$Turret Barrel FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Defines the overall FOV of the turret, overriding any FOV defined in the POF. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 359}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Turrets per Target:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Limits the number of turrets that can be targeting the same target.&lt;br /&gt;
*&#039;&#039;&#039;ONLY AFFECTS SMALL TARGETS&#039;&#039;&#039; such as fighters and bombers. This limit does &#039;&#039;&#039;NOT&#039;&#039;&#039; apply vs large ships.&lt;br /&gt;
*When this is set, when this turret tries to target a ship, it will check to see how many turrets are already targeting it and only choose it as a target if there are less than this number.&lt;br /&gt;
*This helps turrets spread their efforts out among multiple targets. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
*The turret will more eagerly acquire targets as long as a sufficient portion of the target is within its fov.&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. Note, for this to actually work you must also enable the AI Profiles flag of &amp;quot;$fix &#039;ignore if dead&#039; flag&amp;quot; and/or target the mod to 26.0. If you do not do this then using this flag will mean that any weapon locked onto to a destroyed subsystem with this flag will result in the weapon not homing at all. &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;
====&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;
====&amp;quot;allow destroyed rotation&amp;quot;====&lt;br /&gt;
*Allows a rotating subobject to continue to rotate even when it has been destroyed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====&amp;quot;turret use ammo&amp;quot;====&lt;br /&gt;
*If the subsystem is a turret, it will use ammo.&lt;br /&gt;
**Note: If the turret does not have ammo, it will not fire. Remember that the maximum ammo a turret can hold is the Capacity of the Bank divided by the Cargo Size of the weapon.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;autorepair if disabled&amp;quot;====&lt;br /&gt;
*Allows the subsystem to repair itself even if disabled (normally, disabled subsystems do not repair themselves)&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;don&#039;t autorepair if disabled&amp;quot;====&lt;br /&gt;
*Inverse of &amp;quot;autorepair if disabled&amp;quot;: excludes this subsystem from autorepair if the ship class [[Ships.tbl#.22repair_disabled_subsystems.22|&amp;quot;repair disabled subsystems&amp;quot;]] flag is set&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;share fire direction&amp;quot;====&lt;br /&gt;
*If this subsystem is a turret, whenever the turret fires it will make all of the firing points shoot their weapon in the same direction instead of at the same point or set of points on a target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
====&amp;quot;no damage spew&amp;quot;====&lt;br /&gt;
*If this subsystem is hit then there will be no damage spew particles emitted.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no impact debris&amp;quot;====&lt;br /&gt;
*If this subsystem is hit then no impact debris will be generated.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
====&amp;quot;disable all generic impact debris&amp;quot;====&lt;br /&gt;
*Newer name for &amp;quot;no impact debris&amp;quot;--turns off the tiny debris shards that are typically spawned when something impacts a subsystem. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
====&amp;quot;hide turret from loadout stats&amp;quot;====&lt;br /&gt;
*This subsystem is not counted as a turret in the auto-generated &amp;quot;+Turrets:&amp;quot; line in the statistics summary window of the ship loadout editor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table222|&lt;br /&gt;
====&amp;quot;turret has distant firepoint&amp;quot;====&lt;br /&gt;
*Turret barrel is very long and should be taken into account when aiming (rather than calculating the aim from the turret center)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table242|&lt;br /&gt;
====&amp;quot;override submodel impact&amp;quot;====&lt;br /&gt;
*If a weapon impacted a submodel, but this subsystem is within range, this subsystem takes priority in the hit sequence rather than the submodel.  This allows case-by-case exceptions to the [[Game_settings.tbl#.24Damage_Impacted_Subsystem_First:|$Damage Impacted Subsystem First:]] mod flag.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[Animation Code]]===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Option for animating the submodels&lt;br /&gt;
{{Table220|&lt;br /&gt;
&#039;&#039;&#039;DEPRECATED&#039;&#039;&#039;: Unless setting initial orientation of multipart turrets, consider using the [[Animation.tbl]] in combination with [[Ships.tbl#.24Animations:|$Animations:]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$On Beam Warmdown:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Specifies an [[Action System|action system]] program set to be executed when a beam attached to this subsystem is starting its warmdown sequence.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Case Specific Entries==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turret===&lt;br /&gt;
*All turrets require information concerning the weapon mounted to the turret. The entry can be either &#039;&#039;&#039;$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>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Subsystem&amp;diff=67302</id>
		<title>Subsystem</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Subsystem&amp;diff=67302"/>
		<updated>2026-06-08T03:15:10Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: ignore if dead update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fileversion|7119}}&lt;br /&gt;
&lt;br /&gt;
The Options listed in this article should entered into the &#039;&#039;&#039;$Subsystem&#039;&#039;&#039; section of the [[Ships.tbl]]. Multiple Subsystems may be defined.&lt;br /&gt;
&lt;br /&gt;
*All subsystems a ship can have must be defined in ship&#039;s model file (.pof).&lt;br /&gt;
*See [[Subobject_and_subsystem_properties|Subobject and subsystem properties]] for information about what subsystems the game has defined meaning for.&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*[[Animation_Code|Animation Code]] can be applied to the subsystems that consist of submodels, like multi-part turrets.&lt;br /&gt;
{{Table220|&lt;br /&gt;
&#039;&#039;&#039;DEPRECATED&#039;&#039;&#039;: Unless setting initial orientation of multipart turrets, consider using the [[Animation.tbl]] in combination with [[Ships.tbl#.24Animations:|$Animations:]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==$Subsystem:==&lt;br /&gt;
*The name of the subsystem as defined in .pof file, % of ship&#039;s total hitpoints the subsystem has and rotation time (360 degrees) for multi-part turrets. Note: Assigning zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, name of the subsystem followed by the subsystem hitpoints as % of ships hitpoints and seconds per 360 degree turn. Subsystem name must be the same as described in model file (.pof).&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entries can be left empty in which case game uses default values}}&lt;br /&gt;
**Example: communications, 5, 0.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$AWACS:===&lt;br /&gt;
*Sets this subsystem&#039;s effective AWACS range. (AWACS reveals stealthed ships, cuts through nebula fog.)&lt;br /&gt;
*Syntax: intensity, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, and radius, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, - intensity is an ignored but required field. - radius is the maximum range of the AWACS.&lt;br /&gt;
&lt;br /&gt;
===$Scan time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Scan time for this subsystem.  If this is not set, the scan time for the ship is used for the subsystem&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;
===$Maximum Barrel Elevation:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum barrel elevation for the turret gun object of a multipart turret.&lt;br /&gt;
*Basically &#039;inverse FOV&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 90}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Base FOV:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the FOV of the turret base of a multipart turret, possibly restricting how far it can traverse left and right.&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;
===$Turret Barrel FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Defines the overall FOV of the turret, overriding any FOV defined in the POF. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 359}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Turrets per Target:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Limits the number of turrets that can be targeting the same target.&lt;br /&gt;
*&#039;&#039;&#039;ONLY AFFECTS SMALL TARGETS&#039;&#039;&#039; such as fighters and bombers. This limit does &#039;&#039;&#039;NOT&#039;&#039;&#039; apply vs large ships.&lt;br /&gt;
*When this is set, when this turret tries to target a ship, it will check to see how many turrets are already targeting it and only choose it as a target if there are less than this number.&lt;br /&gt;
*This helps turrets spread their efforts out among multiple targets. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
*The turret will more eagerly acquire targets as long as a sufficient portion of the target is within its fov.&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. Note, for this to actually work you must also enable the AI Profiles flag of &amp;quot;$fix &#039;ignore if dead&#039; flag&amp;quot; and/or use FSO 26.0. If you do not do this then using this flag will mean that any weapon locked onto to a destroyed subsystem with this flag will result in the weapon not homing at all. &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;
====&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;
====&amp;quot;allow destroyed rotation&amp;quot;====&lt;br /&gt;
*Allows a rotating subobject to continue to rotate even when it has been destroyed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====&amp;quot;turret use ammo&amp;quot;====&lt;br /&gt;
*If the subsystem is a turret, it will use ammo.&lt;br /&gt;
**Note: If the turret does not have ammo, it will not fire. Remember that the maximum ammo a turret can hold is the Capacity of the Bank divided by the Cargo Size of the weapon.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;autorepair if disabled&amp;quot;====&lt;br /&gt;
*Allows the subsystem to repair itself even if disabled (normally, disabled subsystems do not repair themselves)&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;don&#039;t autorepair if disabled&amp;quot;====&lt;br /&gt;
*Inverse of &amp;quot;autorepair if disabled&amp;quot;: excludes this subsystem from autorepair if the ship class [[Ships.tbl#.22repair_disabled_subsystems.22|&amp;quot;repair disabled subsystems&amp;quot;]] flag is set&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;share fire direction&amp;quot;====&lt;br /&gt;
*If this subsystem is a turret, whenever the turret fires it will make all of the firing points shoot their weapon in the same direction instead of at the same point or set of points on a target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
====&amp;quot;no damage spew&amp;quot;====&lt;br /&gt;
*If this subsystem is hit then there will be no damage spew particles emitted.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no impact debris&amp;quot;====&lt;br /&gt;
*If this subsystem is hit then no impact debris will be generated.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
====&amp;quot;disable all generic impact debris&amp;quot;====&lt;br /&gt;
*Newer name for &amp;quot;no impact debris&amp;quot;--turns off the tiny debris shards that are typically spawned when something impacts a subsystem. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
====&amp;quot;hide turret from loadout stats&amp;quot;====&lt;br /&gt;
*This subsystem is not counted as a turret in the auto-generated &amp;quot;+Turrets:&amp;quot; line in the statistics summary window of the ship loadout editor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table222|&lt;br /&gt;
====&amp;quot;turret has distant firepoint&amp;quot;====&lt;br /&gt;
*Turret barrel is very long and should be taken into account when aiming (rather than calculating the aim from the turret center)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table242|&lt;br /&gt;
====&amp;quot;override submodel impact&amp;quot;====&lt;br /&gt;
*If a weapon impacted a submodel, but this subsystem is within range, this subsystem takes priority in the hit sequence rather than the submodel.  This allows case-by-case exceptions to the [[Game_settings.tbl#.24Damage_Impacted_Subsystem_First:|$Damage Impacted Subsystem First:]] mod flag.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[Animation Code]]===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Option for animating the submodels&lt;br /&gt;
{{Table220|&lt;br /&gt;
&#039;&#039;&#039;DEPRECATED&#039;&#039;&#039;: Unless setting initial orientation of multipart turrets, consider using the [[Animation.tbl]] in combination with [[Ships.tbl#.24Animations:|$Animations:]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$On Beam Warmdown:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Specifies an [[Action System|action system]] program set to be executed when a beam attached to this subsystem is starting its warmdown sequence.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Case Specific Entries==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turret===&lt;br /&gt;
*All turrets require information concerning the weapon mounted to the turret. The entry can be either &#039;&#039;&#039;$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>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=67301</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=67301"/>
		<updated>2026-06-08T03:12:34Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: $fix &amp;#039;ignore if dead&amp;#039; flag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-12|72a11fd542671e849042a2e8de0f090e5cbdae0d}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ai_profiles.tbl&#039;&#039;&#039; 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;
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the &amp;quot;FS2 RETAIL&amp;quot; AI profile. It&#039;s usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.&lt;br /&gt;
&lt;br /&gt;
{{Table232| This table can also be called &#039;&#039;&#039;mission_profiles.tbl&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
{{Table232| Can also be extended with &#039;&#039;&#039;xxx-msp.tbm&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;reset last_hit_target_time for player hits&#039;&#039;&#039;}}&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;fix ramming stationary targets bug&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;huge turret weapons ignore bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix linked primary weapon decision bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent turrets targeting too distant bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix heat seekers homing on stealth ships bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;allow vertical dodge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai class bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ai guards specific ship in wing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai path order bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;aspect bomb invulnerability fix&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;use actual primary range&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fighters/bombers with no shields can manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;fixed ship-weapon collisions&#039;&#039;&#039;}}&lt;br /&gt;
{{Table220|&lt;br /&gt;
*&#039;&#039;&#039;fighterbay arrivals use carrier orientation&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent negative turret ammo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix keep-safe-distance&#039;&#039;&#039;}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;fix good-rearm-time bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;no continuous turn on attack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;remove-goal properly removes play-dead order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;ships playing dead don&#039;t manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table234|&lt;br /&gt;
*&#039;&#039;&#039;hud squad messages use tactical disarm/disable&#039;&#039;&#039;}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;debris damage respects &#039;big damage&#039; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;force beam turrets to use normal fov&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;guards ignore protected attackers&#039;&#039;&#039;}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;fix avoid-shockwave bugs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;purge player-issued form-on-wing after subsequent order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table260|&lt;br /&gt;
*&#039;&#039;&#039;$fix &#039;ignore if dead&#039; flag:&#039;&#039;&#039;}}&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 &#039;&#039;&#039;FS2 Retail&#039;&#039;&#039;, 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;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Friendly Fire Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly weapon fire, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Self Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by self-hits, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&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;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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 Missiles 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;
*Note: The alternative spelling &amp;quot;Missles&amp;quot; is also accepted for backwards compatibility reasons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*This number is also checked when a ship checks for a new target, such as using the goal attack-any. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$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;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the time after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI&#039;s aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&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: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&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;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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 for an AI to hesitate about firing a secondary or homing turret weapon at the player. Values range from 0-6, at 0 they will frequently hesitate, at 6 they will never hesitate.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4&lt;br /&gt;
* Mechanic details: AIs are only allowed to fire homing secondaries or turrets with homing weapons at the player in a limited window of time. The window starts every ten seconds, and lasts (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) 7ths of that ten second cycle. Each ship has it&#039;s own cycle, so their windows are not all synchronized.&lt;br /&gt;
* Example: a value of 1 becomes 2/7ths, so ships can fire homing weapons at the player for roughly 2.85 seconds at a time, then are unable to fire them for 7.15 seconds.&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;
===$free afterburner use:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*If set, the AI will use afterburners in more situations.}}&lt;br /&gt;
&lt;br /&gt;
===$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 1.1 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;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$check communications for non-player ships:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, every ship will have the same communications subsystem restrictions as the player, including minimum strength to send messages and EMP scramble status.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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 *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable player secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, players are not allowed to dual-fire their secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$disable ai secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, AIs are not allowed to dual-fire their secondaries.}}&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;
===$fix ramming stationary targets bug:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, AI ships will try not to crash into stationary targets.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3147 Mantis #3147].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, ships that are on different teams and ships that are outside the player&#039;s squadron will be allowed to send death screams.  Additionally, the game will no longer cap a maximum number of screams per mission.  (This flag originated as a customization of message behavior for the Wing Commander Saga mod.)&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform less checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22fov_edge_checks.22|&amp;quot;fov edge checks&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22target_requires_fov.22|&amp;quot;target requires fov&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Normally, 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 flag to YES to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES; to get rid of retail behavior you would specify NO. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Default: NO.&lt;br /&gt;
* When no, when any secondary encounters any beam it is instantly destroyed regardless of if it is marked as interceptable, has a health value, or any other circumstance that would normally apply to interception by other weapons.&lt;br /&gt;
* When true, damage and health values are respected in these circumstances. Secondaries without hitpoints are still destroyed, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*By default, an aspect seeker that&#039;s been decoyed by a CM just flies straight forward, while a heatseeker in the same position will actively home in on the CM.  This flag makes aspect seekers match heatseeker behavior in this regard.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$support don&#039;t add primaries:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, the support ship will not equip a new primary weapon into an empty bank.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$max allies rearming threshold:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*The maximum allowed number of allies that are allowed to be rearming at the same time. It should be noted that the effect is more noticeable at higher numbers.&lt;br /&gt;
*2 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay arrivals use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships arriving via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they exit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay departures use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships departing via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they enter.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris damage respects &#039;big damage&#039; flag:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Causes damage inflicted by debris to be limited by the &#039;big damage&#039; flag in the same way as damage inflicted by weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t limit change in speed due to physics whack:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the speed change due to physics whacks (collision, shockwave, etc.) is unlimited.  Without this flag, the speed change will be capped at 440 m/s if it exceeds 500 m/s.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$guards ignore protected attackers:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the AI will not guard against ships that have the &amp;quot;protect-ship&amp;quot; flag.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai path mode:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Possible options are &amp;quot;normal&amp;quot; and &amp;quot;alt1&amp;quot;. The alt1 mode differs from the normal behaviour in the following ways:&lt;br /&gt;
**1. No path shortcutting. Normal pathing AI will skip forward along a path to the furthest point it can reach. This is sometimes desirable, but makes it a lot harder to predict how the AI is going to behave at various points along a path. Turning this off also allows us to force the AI to straighten out, by giving it several waypoints in a more-or-less straight line. This is useful for such things as lining up a landing. &lt;br /&gt;
**2. No sliding when following paths. Docking still works, but there is some code that causes the AI to lose its mind if it just misses a point: it turns towards the point in big, looping circles. This is apparently caused by passing a slide_vec value into ai_turn_towards_vector, which doesn&#039;t even seem to do what you&#039;d expect it to do. Passing a null value instead turns off the stupid. (The behavior is fixed in alt1).&lt;br /&gt;
**3. Momentum taken into account when following paths. Path points will trigger sooner, proportional to the ship&#039;s speed and momentum. This prevents the AI from massively overshooting a waypoint, especially with high-damp ships.&lt;br /&gt;
**4. AI tries to follow the line between waypoints. Instead of just pointing at the next waypoint, the AI will fly a bit towards the line. This helps keep the AI actually on the path it claims to be following. See picture:[[Image:Altpaths.png]]&lt;br /&gt;
Blue is what happens with regular pathing. Red is the modified pathing: as you can see, it actively moves back towards the line.&lt;br /&gt;
**5. AI will respect &amp;quot;cap-waypoint-speed&amp;quot; when following paths (such as when docking or departing via bay).}}&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$default ship select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$strict turret-tagged-only targeting:===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*When set, newer turret-tagged-only behavior will be enabled.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3114 Mantis #3114].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$aspect bomb invulnerability fix:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs.  Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$glide decay requires thrust:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, gliding ships will maintain their current speed without decay as long as they aren&#039;t actively thrusting.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai can slow down when attacking big ships:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*When set, fighters attacking big ships will slow down depending on how long they&#039;ve been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it&#039;s been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use actual primary range:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$override radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, this value overrides the default distance for determining if a ship had reached a point in a model subsystem path. Useful to allow ships with high damp values to navigate subsystem paths when attacking a subsystem. Must be greater than or equal to 1. If &#039;&#039;&#039;&#039;&#039;$use POF radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set than this override value will only be used if the point in the subsystem path is less than 1 or invalid. &lt;br /&gt;
*5 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use POF radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, the distance for determining if a ship had reached a point in a model subsystem path will be the radius of that path point, not the default distance of 5.  &lt;br /&gt;
*Off by default. If this is set to YES and &#039;&#039;&#039;&#039;&#039;&#039;$override radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set to greater than or equal to 1, then the path point radius will be used. If the path point radius cannot be found or is less than 1 then override radius will be used if it is set to greater than or equal to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$lead indicator second-order prediction factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*This is a 0 to 1 multiplier of a factor to adjust the lead indicator to take into account a ship&#039;s rotational velocity as well as its velocity. This will directly affect autoaim, making it more accurate for turning enemies.&lt;br /&gt;
*This &#039;&#039;will&#039;&#039; make the lead indicator slightly jitterier in general, and does not properly take into account gliding. It is recommended to adjust the value to fit your situation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$no directional bias for missile and ship turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When enabled, this will cause ships and missiles to take direct turning paths to point at their target. This does not directly affect their turning time, but in many situations will result in more efficient paths and a better time-to-target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$respect ship axial turnrate differences:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will use the average of their pitch and heading turn times for their turn time on all axes. If this is enabled the ship will actually use the tabled values for each axis.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;&#039;&#039;:The AI will &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; take this into account when turning, it will always turn directly towards its target, even if it could bank and use a faster axis instead. Use this flag carefully, and make sure that their your ships have exactly the turn times you want for each axis.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$any ship with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on any ship to manage ETS for weapons and engines even if they do not have shields set to on. Do note that in Vanilla FS2, some capital ships can go much faster with this enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighters/bombers with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on fighters and bombers to manage ETS for weapons and engines even if they do have shields set to on.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ships playing dead don&#039;t manage ETS:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Prevents ships from managing their ETS is they are currently playing dead.  Managing ETS could lead to unexpected speed changes in ship-maneuver.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better combat collision avoidance for fightercraft:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while fighting, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.&lt;br /&gt;
*The value is multiplied to a vector proportional the ship&#039;s velocity divided by its rotation time, which roughly determines the minimum distance needed to pull away from an obstacle directly ahead, and the time at which the AI will stop what&#039;s it&#039;s doing to pull away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance for fightercraft includes target:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance to include the target ship it might be attacking. Enabling this can help reduce collisions when attacking if ship speeds in your mod are higher than retail.   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better guard collision avoidance for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while guarding, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat guard avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better guarding collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.&lt;br /&gt;
*The value is multiplied to a vector proportional the ship&#039;s velocity divided by its rotation time, which roughly determines the minimum distance needed to pull away from an obstacle directly ahead, and the time at which the AI will stop what&#039;s it&#039;s doing to pull away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===$firing requires exact los:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause turrets and AI weapons to only fire if they have a clear line of sight from their firing point to their target&#039;s ship&#039;s center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$exact los minimum detection radius:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*The minimum radius of objects that are considered for line-of-sight when using the &#039;&#039;$firing requires exact los:&#039;&#039; flag.  The default is 10.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved missile avoidance for fightercraft:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fighters/bombers will be much more effective at dodging missiles in general. Of note is that AI do not normally care about countermeasure effect range before dropping them (only distance less than 200m), with this flag, they will only drop them if within countermeasure range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI profile countermeasure chance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class profile countermeasure firing chance. By default Friendly ships always use the second value in &#039;&#039;&#039;$AI Countermeasure Firing Chance:&#039;&#039;&#039; from default AI profile. The older name of &amp;quot;$friendly ships use AI profile countermeasure chance:&amp;quot; also enables this flag. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved subsystem attack pathing:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fightercraft will use a somewhat more efficient and faster subsystem attack pathing method.&lt;br /&gt;
*Notably, this method &#039;&#039;does not&#039;&#039; use the path system. Using this flag, aside from docking and fighter bay paths, &#039;&#039;all other&#039;&#039; paths will be ignored and are no longer necessary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fixed ship-weapon collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Fixes an error in ship-weapon collisions which would occasionally cause them to not trigger when they should.&lt;br /&gt;
*Most obvious when projectiles would erroneously bypass a full shield quadrant and damage the hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI secondary range awareness:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Controls if the AI considers weapon range at all when selecting a secondary weapon to attempt to use. Currently available options are:&lt;br /&gt;
*&#039;RETAIL&#039;: The default. After performing filtering logic based on the target types and weapon flags, the AI will select the first valid secondary bank as its active one, regardless of range.&lt;br /&gt;
*&#039;AWARE&#039;: As retail, except that if a weapon is out of range it the AI will keep looking down the list to see if it has a weapon that is in range, and use that instead if it does. All other weapon selection and restriction logic still applies.}}&lt;br /&gt;
&lt;br /&gt;
===$no shield damage from ship collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Normally, the heavier ship in a collision will receive shield damage from the collision if it has one.&lt;br /&gt;
*This disables that, and causes all involved ships to only take hull damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$turret target recheck time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Defines the amount of time between target recalculation for turrets.&lt;br /&gt;
*Affects turret reaction time in all scenarios, acquiring a target from idle, re-affirming the current target, switching to a new target or even a new subsystem on the same target.&lt;br /&gt;
*Be aware setting this value too low can have an extreme performance impact. It is recommended to not set this below 30 ms.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*Default: 2000}}&lt;br /&gt;
&lt;br /&gt;
===$prevent negative turret ammo:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*By default, turrets with ammo would end up firing one extra shot, resulting in a -1 ammo. This flag corrects that behavior, so the ammo count is properly used. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix keep-safe-distance:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Allows any ship flying the keep-safe-distance behavior to turn toward its goal point. Without this flag, ships will fly into the distance in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI ignores aspect lock for leading:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*When off, AI fighters follows retail behavior of aiming directly at a target when using aspect lock missiles. When on AIs ignore this consideration and always lead their targets when attempting to aim at them.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: on}}&lt;br /&gt;
&lt;br /&gt;
===$fix good-rearm-time bug:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the &amp;quot;good rearm time&amp;quot; SEXP to correctly expire (revert to being a &amp;quot;bad rearm time&amp;quot;) at the end of the specified time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no continuous turn on attack:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Prevents an AI behavior where fighters/bombers will spin around for a second or two when they acquire a target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$remove-goal properly removes play-dead order:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes remove-goal to take the ship out of the play-dead AI mode when removing the play-dead goal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrivals not time limited:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes AI to always complete a bay arrival path, even if it takes longer than 10 seconds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use adjusted AI class autoscale:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes autoscaled AI classes to scale only based on the collection of autoscaled AI classes, not all AI classes.  This prevents autoscaled calculations from being skewed by the presence of non-autoscaled classes in the list.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$carry shield difficulty scaling bug:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Enables an erroneous behavior where player damage difficulty scaling is applied twice to damage from area blasts and shockwaves, greatly changing the effective difficulty scaling. This is a &#039;&#039;bug&#039;&#039; that should not be enabled, unless the mod was balanced during the time between 3.6.14 and 23.1 (mods [[Game_settings.tbl#.24Target_Version:|targeting within those versions]] automatically have this flag enabled).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows debris to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$asteroids affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows asteroids to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$dynamic goals afterburn hard:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Will cause all dynamic goals (such as a fighter defending itself, or a fighter chasing an attacker as part of a guard order) to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$player orders afterburn hard:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause all player orders to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use tactical disarm/disable:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Will cause disarm or disable orders issued by the hud squadmsg menu (i.e. player orders) to be &#039;tactical&#039; goals that do not cause the target to be protected from attack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$align to target when guarding stationary ship:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause ships to match the target&#039;s orientation when following a guard order, rather than facing directly away from the target which is the normal behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$rotation factor multiplier for player collisions:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Allows modders to have players experience rotational effects from collisions. This value is multiplied by the value of [https://wiki.hard-light.net/index.php/Ships.tbl#.2BRotation_Factor: $Collision Physics: +Rotation Factor:] in the ships table (which is specified for the ship class).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$fix avoid-shockwave bugs:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes a number of bugs affecting the behavior of AI ships trying to avoid ship or weapon shockwaves.  With this flag enabled, the AI will be aware of the correct homing position and impact position of the weapon being evaded, will check the correct ship for shockwave damage, and will properly update stale shockwave-avoidance data.  See PR 6378 for more details.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix standard strafe:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this will allow AI to be more effective when attacking big ships in standard strafe mode. With this flag off, there were edge cases where the AI would fly to a point to start a strafe, then think it would collide with the target and then retreat from strafe mode, only to realize it was now far enough to re-engage strafe mode, which commonly resulted in AI just flying around not accomplishing much. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe used more:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets if the AI tries to always entry strafe mode when attacking large ships even if there are no hostile fighters nearby. By default the AI will only entry strafe mode if the speed is below &#039;$standard strafe triggers under this speed:&#039; and enemy fighters are nearby.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe triggers under this speed:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the velocity under which the AI checks if they should enter strafe mode when attacking large ships. Setting this value higher, such as 40 if you ship&#039;s max speed is 100, and enabling $standard strafe used more:&#039; will result in the AI strafing by continually moving, instead of parking next to a big ship and blasting it while not moving. In other words, once a ship slows down during attacking, as soon as it drops below the tabled speed (and assuming strafe used more is turned on), it&#039;ll start to strafe instead of slowing down even more.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.0 m/s)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe distance from target bounding box:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the distance at which the AI flies away from their target&#039;s bounding box to attempt a strafing run when attacking large ships. Setting this value higher will result in ships doing fewer longer distance strafing runs.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe stops after time unhit:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the time duration of a strafing run when attacking a big ship if the attacking ship has not been hit. After this time elapses the AI will stop the current strafing run and loop back to logic of determining of whether or not to do another strafing run. Set higher to allow for longer duration strafing runs. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 20.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard uses big-orbit for target radius above:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the radius of a guardee ship that will trigger the guarder to use the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. This &#039;big guard&#039; mode differs from normal guard, where the AI will attempt to match the speed of the guardee if it is moving, and if it is stationary, it will fly somewhat randomly in circles around it.   &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 500.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard with big-orbit uses max speed percent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets maximum percent velocity of a guarder ship when it is using the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. By default, this value is 1.0, where the AI will fly around this cylindrical shape at full throttle. Value must be greater than 0 and less than or equal to 1. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)}}&lt;br /&gt;
&lt;br /&gt;
===$attack-any idle circle distance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Ships with the &#039;attack-any&#039; order will circle around an invisible point if there are no hostile present. This value sets the radius of how big of a circle to fly around while the AI waits for new hostiles to arrive.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 100.0)}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI Shield Manage Delay:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class shield manage delay. By default, Friendly ships always use the second value in &#039;&#039;&#039;AI Shield Manage Delay:&#039;&#039;&#039; from default AI profile.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI shield management bug:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes an edge-case bug with shield management where the AI will not direct shield energy to a quadrant if it was hit when that quadrant was down. In other words, if a shield quadrant is knocked down to 0 and continues to be shot the AI will not realize it needs to direct energy to that quadrant. Enabling this flag allows the AI to properly recognize which quadrant is in danger and needs additional recharge. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI balances shields instead of directs when attacked:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO AI on ships that manage shields will direct shield energy to a quadrant that was recently hit. If this flag is enabled the AI will always balance shields instead, which can be useful depending on the situation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$disable AI transferring energy:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Prevents AI ships from transferring energy between weapons and shields. AI ships are allowed to attempt transferring energy by default, but some mods may disable this feature for the mod and wish to also ensure the AI does not use it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$enable freespace 1 style missile behavior:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Weapons.tbl#.22freespace_1_missile_behavior.22|Can be applied on a per-weapon basis]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS uses ship class power output:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Connects the &#039;&#039;&#039;$Power Output:&#039;&#039;&#039; field in a ship class entry to the ETS system.  The ship&#039;s power output will serve as a multiplier for ETS energy flowing to guns, shields, and engines, modifying their recharge rates accordingly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS energy same regardless of system presence:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Pro-rates available ETS energy according to the number of systems available.  Normally, for ships without a shield system, FreeSpace behaves as if all shield energy is redirected to guns and engines.  Consequently, weapons and afterburner will recharge faster, and a ship&#039;s default speed will be higher, than if shields were present.  When this flag is enabled, available ETS energy is scaled so that the rates are the same in both situations.&lt;br /&gt;
*This flag presents certain trade-offs.  On one hand, this flag avoids the possibly surprising behavior of ships performing, in shieldless engagements, better than one might expect from the table entry.  On the other hand, see the next bullet point.&lt;br /&gt;
*Modders should consider both the gameplay and story aspects of this flag.  From an in-universe perspective, enabling this flag means that, on a shieldless ship, the energy that would otherwise go to shields is expended without effect and is wasted.  Or, looking at it another way, it means that upgrading a ship to have a shield system also entails upgrading the reactor to deliver 50% more energy.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t issue form-on-wing goals at mission start:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, at the beginning of a mission, player wings that do not have an initial goal will be given an initial goal to form on the player. Wings in the loadout screen (aka &amp;quot;starting&amp;quot; wings) will also, if they do not have an initial goal, be issued the same goal if they arrive after mission start. This flag disables that behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$default form-on-wing priority:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*The default goal priority to be used when issuing a form-on-wing order via sexp or script.  If not specified, this is 99.  Note that orders issued via the HUD communications system will use the standard communications priorities (100 for ships and 95 for wings) regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not clear goals when running form-on-wing:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, as soon as a form-on-wing goal is executed by a ship, every goal on that ship is cleared.  Thus the ship will follow the form-on-wing behavior while forgetting both the form goal and all previous goals, and if it receives any other goal in any way, it will immediately begin a new behavior.  This flag prevents the goal clearing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not clear goals when running stay-still:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, as soon as a stay-still goal is executed by a ship, every goal on that ship is cleared.  Thus the ship will follow the stay-still behavior while forgetting both the stay-still goal and all previous goals, and if it receives any other goal in any way, it will immediately begin a new behavior.  This flag prevents the goal clearing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not set override when assigning form-on-wing:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, any form-on-wing goal, regardless of how it is assigned, is given a &amp;lt;tt&amp;gt;Goal_override&amp;lt;/tt&amp;gt; flag.  This causes its goal to be evaluated as the top priority goal, regardless of its actual priority or any other goal&#039;s priority.  This flag prevents &amp;lt;tt&amp;gt;Goal_override&amp;lt;/tt&amp;gt; from being assigned, causing form-on-wing to follow the normal goal prioritization logic.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$purge player-issued form-on-wing after subsequent order:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Causes any form-on-wing goal issued by the player (i.e. via the HUD communications system) to be removed from a ship&#039;s goal list (even if it is not the current goal) when the ship is given another goal of any priority.  This flag can be useful for mods which configure form-on-wing goals to use the same execution and prioritization logic as normal goals.  Since form-on-wing goals are typically temporary, regardless of their priority, this flag enforces that temporary nature.  By using this flag, mission designers can ensure that mission-directed AI goal logic is followed regardless of form-on-wing status.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$cancel future waves of any wing launched from an exited ship:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Infamously, in FSO, a wing whose mothership is destroyed will not, itself, be considered destroyed if it has more waves remaining, because wing cleanup and logging typically only happen when the last ship in the last wave exits the mission. Instead, with no mothership to arrive from, waves will simply no longer arrive. Events that check to see if the wing is destroyed or departed will never fire. This flag fixes that behavior, ensuring that the wing is cleaned up and logged properly, by using the same logic as the enhanced cancel-future-waves SEXP operator.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix &#039;ignore if dead&#039; flag:===&lt;br /&gt;
{{Table260|&lt;br /&gt;
*The subsystem flag &amp;quot;ignore if dead&amp;quot; that many mods use is supposed to &amp;quot;prevent homing weapons from attempting to hit the now destroyed submodel and instead tells them to home on the main hull of the target.&amp;quot; The code was bugged though and unfortunately what ends up happening is that the weapon dumb fire instead of homes. This bug means if you destroy a subsystem with this flag, then lock onto it with an aspect weapon and fire the weapon, the weapon will just dumb fire. Enabling this flag fixes this, and actually makes &amp;quot;ignore if dead&amp;quot; flag work as intended. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&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 Missiles 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,  1.333,0.5,  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;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&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:        0.1,  0.2,  0.35, 0.5,  0.6&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;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&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;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         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>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=67161</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=67161"/>
		<updated>2026-03-30T19:03:55Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add cancel future waves of any wing launched from an exited ship:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-12|72a11fd542671e849042a2e8de0f090e5cbdae0d}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ai_profiles.tbl&#039;&#039;&#039; 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;
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the &amp;quot;FS2 RETAIL&amp;quot; AI profile. It&#039;s usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.&lt;br /&gt;
&lt;br /&gt;
{{Table232| This table can also be called &#039;&#039;&#039;mission_profiles.tbl&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
{{Table232| Can also be extended with &#039;&#039;&#039;xxx-msp.tbm&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;reset last_hit_target_time for player hits&#039;&#039;&#039;}}&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;fix ramming stationary targets bug&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;huge turret weapons ignore bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix linked primary weapon decision bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent turrets targeting too distant bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix heat seekers homing on stealth ships bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;allow vertical dodge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai class bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ai guards specific ship in wing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai path order bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;aspect bomb invulnerability fix&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;use actual primary range&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fighters/bombers with no shields can manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;fixed ship-weapon collisions&#039;&#039;&#039;}}&lt;br /&gt;
{{Table220|&lt;br /&gt;
*&#039;&#039;&#039;fighterbay arrivals use carrier orientation&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent negative turret ammo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix keep-safe-distance&#039;&#039;&#039;}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;fix good-rearm-time bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;no continuous turn on attack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;remove-goal properly removes play-dead order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;ships playing dead don&#039;t manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table234|&lt;br /&gt;
*&#039;&#039;&#039;hud squad messages use tactical disarm/disable&#039;&#039;&#039;}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;debris damage respects &#039;big damage&#039; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;force beam turrets to use normal fov&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;guards ignore protected attackers&#039;&#039;&#039;}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;fix avoid-shockwave bugs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;purge player-issued form-on-wing after subsequent order&#039;&#039;&#039;}}&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 &#039;&#039;&#039;FS2 Retail&#039;&#039;&#039;, 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;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Friendly Fire Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly weapon fire, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Self Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by self-hits, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&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;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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 Missiles 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;
*Note: The alternative spelling &amp;quot;Missles&amp;quot; is also accepted for backwards compatibility reasons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*This number is also checked when a ship checks for a new target, such as using the goal attack-any. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$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;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the time after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI&#039;s aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&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: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&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;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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 for an AI to hesitate about firing a secondary or homing turret weapon at the player. Values range from 0-6, at 0 they will frequently hesitate, at 6 they will never hesitate.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4&lt;br /&gt;
* Mechanic details: AIs are only allowed to fire homing secondaries or turrets with homing weapons at the player in a limited window of time. The window starts every ten seconds, and lasts (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) 7ths of that ten second cycle. Each ship has it&#039;s own cycle, so their windows are not all synchronized.&lt;br /&gt;
* Example: a value of 1 becomes 2/7ths, so ships can fire homing weapons at the player for roughly 2.85 seconds at a time, then are unable to fire them for 7.15 seconds.&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;
===$free afterburner use:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*If set, the AI will use afterburners in more situations.}}&lt;br /&gt;
&lt;br /&gt;
===$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 1.1 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;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$check communications for non-player ships:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, every ship will have the same communications subsystem restrictions as the player, including minimum strength to send messages and EMP scramble status.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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 *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable player secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, players are not allowed to dual-fire their secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$disable ai secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, AIs are not allowed to dual-fire their secondaries.}}&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;
===$fix ramming stationary targets bug:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, AI ships will try not to crash into stationary targets.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3147 Mantis #3147].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, ships that are on different teams and ships that are outside the player&#039;s squadron will be allowed to send death screams.  Additionally, the game will no longer cap a maximum number of screams per mission.  (This flag originated as a customization of message behavior for the Wing Commander Saga mod.)&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform less checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22fov_edge_checks.22|&amp;quot;fov edge checks&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22target_requires_fov.22|&amp;quot;target requires fov&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Normally, 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 flag to YES to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES; to get rid of retail behavior you would specify NO. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Default: NO.&lt;br /&gt;
* When no, when any secondary encounters any beam it is instantly destroyed regardless of if it is marked as interceptable, has a health value, or any other circumstance that would normally apply to interception by other weapons.&lt;br /&gt;
* When true, damage and health values are respected in these circumstances. Secondaries without hitpoints are still destroyed, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*By default, an aspect seeker that&#039;s been decoyed by a CM just flies straight forward, while a heatseeker in the same position will actively home in on the CM.  This flag makes aspect seekers match heatseeker behavior in this regard.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$support don&#039;t add primaries:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, the support ship will not equip a new primary weapon into an empty bank.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$max allies rearming threshold:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*The maximum allowed number of allies that are allowed to be rearming at the same time. It should be noted that the effect is more noticeable at higher numbers.&lt;br /&gt;
*2 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay arrivals use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships arriving via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they exit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay departures use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships departing via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they enter.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris damage respects &#039;big damage&#039; flag:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Causes damage inflicted by debris to be limited by the &#039;big damage&#039; flag in the same way as damage inflicted by weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t limit change in speed due to physics whack:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the speed change due to physics whacks (collision, shockwave, etc.) is unlimited.  Without this flag, the speed change will be capped at 440 m/s if it exceeds 500 m/s.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$guards ignore protected attackers:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the AI will not guard against ships that have the &amp;quot;protect-ship&amp;quot; flag.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai path mode:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Possible options are &amp;quot;normal&amp;quot; and &amp;quot;alt1&amp;quot;. The alt1 mode differs from the normal behaviour in the following ways:&lt;br /&gt;
**1. No path shortcutting. Normal pathing AI will skip forward along a path to the furthest point it can reach. This is sometimes desirable, but makes it a lot harder to predict how the AI is going to behave at various points along a path. Turning this off also allows us to force the AI to straighten out, by giving it several waypoints in a more-or-less straight line. This is useful for such things as lining up a landing. &lt;br /&gt;
**2. No sliding when following paths. Docking still works, but there is some code that causes the AI to lose its mind if it just misses a point: it turns towards the point in big, looping circles. This is apparently caused by passing a slide_vec value into ai_turn_towards_vector, which doesn&#039;t even seem to do what you&#039;d expect it to do. Passing a null value instead turns off the stupid. (The behavior is fixed in alt1).&lt;br /&gt;
**3. Momentum taken into account when following paths. Path points will trigger sooner, proportional to the ship&#039;s speed and momentum. This prevents the AI from massively overshooting a waypoint, especially with high-damp ships.&lt;br /&gt;
**4. AI tries to follow the line between waypoints. Instead of just pointing at the next waypoint, the AI will fly a bit towards the line. This helps keep the AI actually on the path it claims to be following. See picture:[[Image:Altpaths.png]]&lt;br /&gt;
Blue is what happens with regular pathing. Red is the modified pathing: as you can see, it actively moves back towards the line.&lt;br /&gt;
**5. AI will respect &amp;quot;cap-waypoint-speed&amp;quot; when following paths (such as when docking or departing via bay).}}&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$default ship select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$strict turret-tagged-only targeting:===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*When set, newer turret-tagged-only behavior will be enabled.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3114 Mantis #3114].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$aspect bomb invulnerability fix:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs.  Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$glide decay requires thrust:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, gliding ships will maintain their current speed without decay as long as they aren&#039;t actively thrusting.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai can slow down when attacking big ships:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*When set, fighters attacking big ships will slow down depending on how long they&#039;ve been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it&#039;s been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use actual primary range:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$override radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, this value overrides the default distance for determining if a ship had reached a point in a model subsystem path. Useful to allow ships with high damp values to navigate subsystem paths when attacking a subsystem. Must be greater than or equal to 1. If &#039;&#039;&#039;&#039;&#039;$use POF radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set than this override value will only be used if the point in the subsystem path is less than 1 or invalid. &lt;br /&gt;
*5 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use POF radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, the distance for determining if a ship had reached a point in a model subsystem path will be the radius of that path point, not the default distance of 5.  &lt;br /&gt;
*Off by default. If this is set to YES and &#039;&#039;&#039;&#039;&#039;&#039;$override radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set to greater than or equal to 1, then the path point radius will be used. If the path point radius cannot be found or is less than 1 then override radius will be used if it is set to greater than or equal to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$lead indicator second-order prediction factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*This is a 0 to 1 multiplier of a factor to adjust the lead indicator to take into account a ship&#039;s rotational velocity as well as its velocity. This will directly affect autoaim, making it more accurate for turning enemies.&lt;br /&gt;
*This &#039;&#039;will&#039;&#039; make the lead indicator slightly jitterier in general, and does not properly take into account gliding. It is recommended to adjust the value to fit your situation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$no directional bias for missile and ship turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When enabled, this will cause ships and missiles to take direct turning paths to point at their target. This does not directly affect their turning time, but in many situations will result in more efficient paths and a better time-to-target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$respect ship axial turnrate differences:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will use the average of their pitch and heading turn times for their turn time on all axes. If this is enabled the ship will actually use the tabled values for each axis.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;&#039;&#039;:The AI will &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; take this into account when turning, it will always turn directly towards its target, even if it could bank and use a faster axis instead. Use this flag carefully, and make sure that their your ships have exactly the turn times you want for each axis.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$any ship with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on any ship to manage ETS for weapons and engines even if they do not have shields set to on. Do note that in Vanilla FS2, some capital ships can go much faster with this enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighters/bombers with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on fighters and bombers to manage ETS for weapons and engines even if they do have shields set to on.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ships playing dead don&#039;t manage ETS:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Prevents ships from managing their ETS is they are currently playing dead.  Managing ETS could lead to unexpected speed changes in ship-maneuver.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better combat collision avoidance for fightercraft:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while fighting, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.&lt;br /&gt;
*The value is multiplied to a vector proportional the ship&#039;s velocity divided by its rotation time, which roughly determines the minimum distance needed to pull away from an obstacle directly ahead, and the time at which the AI will stop what&#039;s it&#039;s doing to pull away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance for fightercraft includes target:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance to include the target ship it might be attacking. Enabling this can help reduce collisions when attacking if ship speeds in your mod are higher than retail.   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better guard collision avoidance for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while guarding, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat guard avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better guarding collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.&lt;br /&gt;
*The value is multiplied to a vector proportional the ship&#039;s velocity divided by its rotation time, which roughly determines the minimum distance needed to pull away from an obstacle directly ahead, and the time at which the AI will stop what&#039;s it&#039;s doing to pull away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===$firing requires exact los:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause turrets and AI weapons to only fire if they have a clear line of sight from their firing point to their target&#039;s ship&#039;s center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$exact los minimum detection radius:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*The minimum radius of objects that are considered for line-of-sight when using the &#039;&#039;$firing requires exact los:&#039;&#039; flag.  The default is 10.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved missile avoidance for fightercraft:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fighters/bombers will be much more effective at dodging missiles in general. Of note is that AI do not normally care about countermeasure effect range before dropping them (only distance less than 200m), with this flag, they will only drop them if within countermeasure range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI profile countermeasure chance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class profile countermeasure firing chance. By default Friendly ships always use the second value in &#039;&#039;&#039;$AI Countermeasure Firing Chance:&#039;&#039;&#039; from default AI profile. The older name of &amp;quot;$friendly ships use AI profile countermeasure chance:&amp;quot; also enables this flag. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved subsystem attack pathing:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fightercraft will use a somewhat more efficient and faster subsystem attack pathing method.&lt;br /&gt;
*Notably, this method &#039;&#039;does not&#039;&#039; use the path system. Using this flag, aside from docking and fighter bay paths, &#039;&#039;all other&#039;&#039; paths will be ignored and are no longer necessary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fixed ship-weapon collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Fixes an error in ship-weapon collisions which would occasionally cause them to not trigger when they should.&lt;br /&gt;
*Most obvious when projectiles would erroneously bypass a full shield quadrant and damage the hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI secondary range awareness:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Controls if the AI considers weapon range at all when selecting a secondary weapon to attempt to use. Currently available options are:&lt;br /&gt;
*&#039;RETAIL&#039;: The default. After performing filtering logic based on the target types and weapon flags, the AI will select the first valid secondary bank as its active one, regardless of range.&lt;br /&gt;
*&#039;AWARE&#039;: As retail, except that if a weapon is out of range it the AI will keep looking down the list to see if it has a weapon that is in range, and use that instead if it does. All other weapon selection and restriction logic still applies.}}&lt;br /&gt;
&lt;br /&gt;
===$no shield damage from ship collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Normally, the heavier ship in a collision will receive shield damage from the collision if it has one.&lt;br /&gt;
*This disables that, and causes all involved ships to only take hull damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$turret target recheck time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Defines the amount of time between target recalculation for turrets.&lt;br /&gt;
*Affects turret reaction time in all scenarios, acquiring a target from idle, re-affirming the current target, switching to a new target or even a new subsystem on the same target.&lt;br /&gt;
*Be aware setting this value too low can have an extreme performance impact. It is recommended to not set this below 30 ms.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*Default: 2000}}&lt;br /&gt;
&lt;br /&gt;
===$prevent negative turret ammo:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*By default, turrets with ammo would end up firing one extra shot, resulting in a -1 ammo. This flag corrects that behavior, so the ammo count is properly used. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix keep-safe-distance:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Allows any ship flying the keep-safe-distance behavior to turn toward its goal point. Without this flag, ships will fly into the distance in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI ignores aspect lock for leading:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*When off, AI fighters follows retail behavior of aiming directly at a target when using aspect lock missiles. When on AIs ignore this consideration and always lead their targets when attempting to aim at them.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: on}}&lt;br /&gt;
&lt;br /&gt;
===$fix good-rearm-time bug:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the &amp;quot;good rearm time&amp;quot; SEXP to correctly expire (revert to being a &amp;quot;bad rearm time&amp;quot;) at the end of the specified time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no continuous turn on attack:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Prevents an AI behavior where fighters/bombers will spin around for a second or two when they acquire a target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$remove-goal properly removes play-dead order:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes remove-goal to take the ship out of the play-dead AI mode when removing the play-dead goal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrivals not time limited:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes AI to always complete a bay arrival path, even if it takes longer than 10 seconds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use adjusted AI class autoscale:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes autoscaled AI classes to scale only based on the collection of autoscaled AI classes, not all AI classes.  This prevents autoscaled calculations from being skewed by the presence of non-autoscaled classes in the list.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$carry shield difficulty scaling bug:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Enables an erroneous behavior where player damage difficulty scaling is applied twice to damage from area blasts and shockwaves, greatly changing the effective difficulty scaling. This is a &#039;&#039;bug&#039;&#039; that should not be enabled, unless the mod was balanced during the time between 3.6.14 and 23.1 (mods [[Game_settings.tbl#.24Target_Version:|targeting within those versions]] automatically have this flag enabled).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows debris to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$asteroids affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows asteroids to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$dynamic goals afterburn hard:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Will cause all dynamic goals (such as a fighter defending itself, or a fighter chasing an attacker as part of a guard order) to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$player orders afterburn hard:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause all player orders to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use tactical disarm/disable:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Will cause disarm or disable orders issued by the hud squadmsg menu (i.e. player orders) to be &#039;tactical&#039; goals that do not cause the target to be protected from attack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$align to target when guarding stationary ship:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause ships to match the target&#039;s orientation when following a guard order, rather than facing directly away from the target which is the normal behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$rotation factor multiplier for player collisions:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Allows modders to have players experience rotational effects from collisions. This value is multiplied by the value of [https://wiki.hard-light.net/index.php/Ships.tbl#.2BRotation_Factor: $Collision Physics: +Rotation Factor:] in the ships table (which is specified for the ship class).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$fix avoid-shockwave bugs:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes a number of bugs affecting the behavior of AI ships trying to avoid ship or weapon shockwaves.  With this flag enabled, the AI will be aware of the correct homing position and impact position of the weapon being evaded, will check the correct ship for shockwave damage, and will properly update stale shockwave-avoidance data.  See PR 6378 for more details.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix standard strafe:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this will allow AI to be more effective when attacking big ships in standard strafe mode. With this flag off, there were edge cases where the AI would fly to a point to start a strafe, then think it would collide with the target and then retreat from strafe mode, only to realize it was now far enough to re-engage strafe mode, which commonly resulted in AI just flying around not accomplishing much. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe used more:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets if the AI tries to always entry strafe mode when attacking large ships even if there are no hostile fighters nearby. By default the AI will only entry strafe mode if the speed is below &#039;$standard strafe triggers under this speed:&#039; and enemy fighters are nearby.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe triggers under this speed:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the velocity under which the AI checks if they should enter strafe mode when attacking large ships. Setting this value higher, such as 40 if you ship&#039;s max speed is 100, and enabling $standard strafe used more:&#039; will result in the AI strafing by continually moving, instead of parking next to a big ship and blasting it while not moving. In other words, once a ship slows down during attacking, as soon as it drops below the tabled speed (and assuming strafe used more is turned on), it&#039;ll start to strafe instead of slowing down even more.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.0 m/s)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe distance from target bounding box:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the distance at which the AI flies away from their target&#039;s bounding box to attempt a strafing run when attacking large ships. Setting this value higher will result in ships doing fewer longer distance strafing runs.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe stops after time unhit:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the time duration of a strafing run when attacking a big ship if the attacking ship has not been hit. After this time elapses the AI will stop the current strafing run and loop back to logic of determining of whether or not to do another strafing run. Set higher to allow for longer duration strafing runs. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 20.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard uses big-orbit for target radius above:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the radius of a guardee ship that will trigger the guarder to use the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. This &#039;big guard&#039; mode differs from normal guard, where the AI will attempt to match the speed of the guardee if it is moving, and if it is stationary, it will fly somewhat randomly in circles around it.   &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 500.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard with big-orbit uses max speed percent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets maximum percent velocity of a guarder ship when it is using the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. By default, this value is 1.0, where the AI will fly around this cylindrical shape at full throttle. Value must be greater than 0 and less than or equal to 1. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)}}&lt;br /&gt;
&lt;br /&gt;
===$attack-any idle circle distance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Ships with the &#039;attack-any&#039; order will circle around an invisible point if there are no hostile present. This value sets the radius of how big of a circle to fly around while the AI waits for new hostiles to arrive.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 100.0)}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI Shield Manage Delay:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class shield manage delay. By default, Friendly ships always use the second value in &#039;&#039;&#039;AI Shield Manage Delay:&#039;&#039;&#039; from default AI profile.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI shield management bug:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes an edge-case bug with shield management where the AI will not direct shield energy to a quadrant if it was hit when that quadrant was down. In other words, if a shield quadrant is knocked down to 0 and continues to be shot the AI will not realize it needs to direct energy to that quadrant. Enabling this flag allows the AI to properly recognize which quadrant is in danger and needs additional recharge. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI balances shields instead of directs when attacked:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO AI on ships that manage shields will direct shield energy to a quadrant that was recently hit. If this flag is enabled the AI will always balance shields instead, which can be useful depending on the situation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$disable AI transferring energy:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Prevents AI ships from transferring energy between weapons and shields. AI ships are allowed to attempt transferring energy by default, but some mods may disable this feature for the mod and wish to also ensure the AI does not use it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$enable freespace 1 style missile behavior:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Weapons.tbl#.22freespace_1_missile_behavior.22|Can be applied on a per-weapon basis]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS uses ship class power output:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Connects the &#039;&#039;&#039;$Power Output:&#039;&#039;&#039; field in a ship class entry to the ETS system.  The ship&#039;s power output will serve as a multiplier for ETS energy flowing to guns, shields, and engines, modifying their recharge rates accordingly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS energy same regardless of system presence:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Pro-rates available ETS energy according to the number of systems available.  Normally, for ships without a shield system, FreeSpace behaves as if all shield energy is redirected to guns and engines.  Consequently, weapons and afterburner will recharge faster, and a ship&#039;s default speed will be higher, than if shields were present.  When this flag is enabled, available ETS energy is scaled so that the rates are the same in both situations.&lt;br /&gt;
*This flag presents certain trade-offs.  On one hand, this flag avoids the possibly surprising behavior of ships performing, in shieldless engagements, better than one might expect from the table entry.  On the other hand, see the next bullet point.&lt;br /&gt;
*Modders should consider both the gameplay and story aspects of this flag.  From an in-universe perspective, enabling this flag means that, on a shieldless ship, the energy that would otherwise go to shields is expended without effect and is wasted.  Or, looking at it another way, it means that upgrading a ship to have a shield system also entails upgrading the reactor to deliver 50% more energy.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t issue form-on-wing goals at mission start:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, at the beginning of a mission, player wings that do not have an initial goal will be given an initial goal to form on the player. Wings in the loadout screen (aka &amp;quot;starting&amp;quot; wings) will also, if they do not have an initial goal, be issued the same goal if they arrive after mission start. This flag disables that behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$default form-on-wing priority:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*The default goal priority to be used when issuing a form-on-wing order via sexp or script.  If not specified, this is 99.  Note that orders issued via the HUD communications system will use the standard communications priorities (100 for ships and 95 for wings) regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not clear goals when running form-on-wing:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, as soon as a form-on-wing goal is executed by a ship, every goal on that ship is cleared.  Thus the ship will follow the form-on-wing behavior while forgetting both the form goal and all previous goals, and if it receives any other goal in any way, it will immediately begin a new behavior.  This flag prevents the goal clearing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not clear goals when running stay-still:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, as soon as a stay-still goal is executed by a ship, every goal on that ship is cleared.  Thus the ship will follow the stay-still behavior while forgetting both the stay-still goal and all previous goals, and if it receives any other goal in any way, it will immediately begin a new behavior.  This flag prevents the goal clearing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not set override when assigning form-on-wing:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, any form-on-wing goal, regardless of how it is assigned, is given a &amp;lt;tt&amp;gt;Goal_override&amp;lt;/tt&amp;gt; flag.  This causes its goal to be evaluated as the top priority goal, regardless of its actual priority or any other goal&#039;s priority.  This flag prevents &amp;lt;tt&amp;gt;Goal_override&amp;lt;/tt&amp;gt; from being assigned, causing form-on-wing to follow the normal goal prioritization logic.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$purge player-issued form-on-wing after subsequent order:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Causes any form-on-wing goal issued by the player (i.e. via the HUD communications system) to be removed from a ship&#039;s goal list (even if it is not the current goal) when the ship is given another goal of any priority.  This flag can be useful for mods which configure form-on-wing goals to use the same execution and prioritization logic as normal goals.  Since form-on-wing goals are typically temporary, regardless of their priority, this flag enforces that temporary nature.  By using this flag, mission designers can ensure that mission-directed AI goal logic is followed regardless of form-on-wing status.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$cancel future waves of any wing launched from an exited ship:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Infamously, in FSO, a wing whose mothership is destroyed will not, itself, be considered destroyed if it has more waves remaining, because wing cleanup and logging typically only happen when the last ship in the last wave exits the mission. Instead, with no mothership to arrive from, waves will simply no longer arrive. Events that check to see if the wing is destroyed or departed will never fire. This flag fixes that behavior, ensuring that the wing is cleaned up and logged properly, by using the same logic as the enhanced cancel-future-waves SEXP operator.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&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 Missiles 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,  1.333,0.5,  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;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&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:        0.1,  0.2,  0.35, 0.5,  0.6&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;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&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;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         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>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=67146</id>
		<title>Fate of the Galaxy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=67146"/>
		<updated>2026-03-09T22:11:27Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add vulture droid&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{fotg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fate of the Galaxy&#039;&#039;&#039; (FotG) is a free total conversion set in the &#039;&#039;[https://en.wikipedia.org/wiki/Star_Wars Star Wars]&#039;&#039; Original Trilogy.  Developed using the open-source FreeSpace 2 Open (FSO) game engine, the project will be released as a standalone (the game FreeSpace 2 is not required).  An active [https://fate-of-the-galaxy.github.io/ website], [https://www.hard-light.net/forums/index.php?board=143.0 forum] and [https://discord.gg/k7ZMdmt Discord Channel] are also maintained. As a disclaimer, Fate of the Galaxy is a total conversion for FreeSpace Open developed by a team of fan volunteers, it is not associated with Lucasfilm Ltd or Disney and is not an official Star Wars product&lt;br /&gt;
&lt;br /&gt;
==Developers==&lt;br /&gt;
*&#039;&#039;&#039;chief1983:&#039;&#039;&#039; Project Lead&lt;br /&gt;
*&#039;&#039;&#039;Brand-X:&#039;&#039;&#039; Senior Artist and Content Moderator&lt;br /&gt;
*&#039;&#039;&#039;TopAce:&#039;&#039;&#039; Mission Design&lt;br /&gt;
*&#039;&#039;&#039;swashmebuckle:&#039;&#039;&#039; Music Composer, Writer&lt;br /&gt;
*&#039;&#039;&#039;zookeeper:&#039;&#039;&#039; Model Conversion, Artist, Scripting&lt;br /&gt;
*&#039;&#039;&#039;CountBuggula:&#039;&#039;&#039; Webmaster, Communications&lt;br /&gt;
*&#039;&#039;&#039;niffiwan:&#039;&#039;&#039; Coder&lt;br /&gt;
*&#039;&#039;&#039;wookieejedi:&#039;&#039;&#039; Mission Design, Scripting, Beta Management&lt;br /&gt;
*&#039;&#039;&#039;Limbert:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
*&#039;&#039;&#039;bobbtmann:&#039;&#039;&#039; Senior Contributor&lt;br /&gt;
*&#039;&#039;&#039;Dark Visor:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Full list of contributors is present in Credits screen of the game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In &#039;&#039;Fate of the Galaxy&#039;&#039; the player takes the role of a starfighter pilot through a series of missions and campaigns.  The game is primarily played through the perspective of single-manned craft. There are no plans currently for player-control of capital ships, though certain player craft do allow for AI gunners.  Current missions are set in space, including in asteroid fields, nebulas, and above planets.  A multiplayer mode is also available to play and works well at low pings (~&amp;lt;100 ms).  Standalone instances of the game are maintained, which allows players to easily join a server and play with friends. &lt;br /&gt;
&lt;br /&gt;
The player will choose to play as a pilot for the Rebel Alliance, the Galactic Empire, or as an independent neutral adventurer/privateer.   All factions have their own unique ships to control.&lt;br /&gt;
&lt;br /&gt;
===Authenticity===&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; strives to recreate combat as close to as seen in the Original Trilogy of &#039;&#039;Star Wars&#039;&#039;, during scenes such as the [https://starwars.fandom.com/wiki/Battle_of_Endor/Legends Battle of Endor] and the [https://starwars.fandom.com/wiki/Battle_of_Yavin Battle of Yavin].  To achieve this, the members of the development team have extensively analyzed individual movements and moments within these scenes to determine a baseline for such game concepts as damage, speed, and maneuverability.  Each fighter will stay as close as possible to its canonical statistics stated in various sources, but the final authority is the Original Trilogy movies themselves.   Thus, many attributes may be contrary to other published materials due to their divergence from the Original Trilogy.  In addition, visuals have been tuned to match the aesthetic of the Original Trilogy movies. &lt;br /&gt;
&lt;br /&gt;
Given this focus on movie authenticity, the gameplay differs from that present in the default FreeSpace 2 universe.  Ships will be much faster and combat quicker paced, with a larger focus on avoiding damage rather than absorbing it.  Several coding features have been completed to create a new, unique style of combat.&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
The game includes multiple ships unique to each faction, with some designs being shared when appropriate.  Each faction&#039;s fighters and capital ships have unique strengths, which presents different gameplay styles for each side.&lt;br /&gt;
&lt;br /&gt;
===Alliance to Restore the Republic/New Republic===&lt;br /&gt;
[[Image:NuX.png|thumb|The X-wing Starfighter, main fighter of the Rebel Alliance]]&lt;br /&gt;
The Alliance to Restore the Republic and New Republic maintain a focus on versatile and durable starfighters and small, fast capital ships.  Most of the Rebel fighters are equipped with secondary missile weapons such as concussion missiles or proton torpedoes.  Rebel players will, in most cases, be unable to outmaneuver their Imperial counterparts and will rely on their superior durability and weapon complement, as well as teamwork to engage the enemy.  Rebel capital ships are smaller than their Imperial counterparts, with each having diverse strengths due to their construction by various manufacturers.  Rebel Mon Calamari Cruisers are noted for their incredible shield regeneration rates, while Corellian Corvettes are known for their speed.&lt;br /&gt;
&lt;br /&gt;
The following Rebel/New Republic craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/X-wing_starfighter T-65 X-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL_Y-wing_starfighter BTL-A4 Y-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL-A4_LP_%22Longprobe%22 BTL-LP Longprobe Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/RZ-1_A-wing_interceptor RZ-1 A-wing Interceptor]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/A/SF-01_B-wing_starfighter A/SF-01 B-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/E-wing_escort_starfighter E-wing Escort Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/UT-60D_U-wing_starfighter/support_craft UT-60D U-wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Millennium_Falcon Millennium Falcon]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GR-75_medium_transport GR-75 Medium Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CR90_corvette Corellian CR90 Corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/EF76_Nebulon-B_escort_frigate EF76 Nebulon-B Escort Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC30C_frigate MC30 Heavy Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC40a_light_cruiser MC40 Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Liberty_type_Star_Cruiser &#039;&#039;Liberty&#039;&#039;-class Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Home_One_type_Star_Cruiser &#039;&#039;Home One&#039;&#039;-class Star Cruiser]&lt;br /&gt;
&lt;br /&gt;
===Galactic Empire===&lt;br /&gt;
[[Image:NuRTIE03.jpg|thumb|The TIE/ln Starfighter, main fighter of the Galactic Empire]]&lt;br /&gt;
The Galactic Empire&#039;s main strategy for fighters revolves around the concept of numerical advantage.   Imperial TIEs usually lack shields and durability, but have very potent weaponry and great maneuverability to counter this weakness.  Most Imperial fighters also forego any sort of missile secondary weapons and focus entirely on their lasers for offensive armament.  Imperial capital ships are much larger than those of the Rebels, and focus on heavy offensive weaponry and great hull durability.&lt;br /&gt;
&lt;br /&gt;
The following Imperial craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/LN_starfighter T.I.E. Starfighter &amp;amp; TIE/ln Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Reconnaissance_Fighter TIE/rc Recon Fighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/IN_interceptor TIE/In Interceptor Mark I and Mark II]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sa_bomber TIE/sa Bomber]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Advanced_x1 TIE Advanced x1]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/V38_assault_fighter V38 Assault Fighter]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sh_shuttle TIE/sh Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-class_Xg-1_Star_Wing Xg-1 Star Wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Delta-class_DX-9_stormtrooper_transport DX-9 Stormtrooper Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Lambda-class_T-4a_shuttle Lambda-class T-4a Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Zeta-class_Heavy_Cargo_Shuttle Zeta-class Heavy Cargo Shuttle]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/All_Terrain_Armored_Transport &#039;&#039;All Terrain Armored Transport&#039;&#039;]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Gozanti-class_cruiser &#039;&#039;Gozanti&#039;&#039;-class Cruiser]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Raider-class_corvette &#039;&#039;Raider&#039;&#039;-class Corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Carrack-class_light_cruiser &#039;&#039;Carrack&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Arquitens-class_light_cruiser &#039;&#039;Arquitens&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Strike-class_medium_cruiser &#039;&#039;Strike&#039;&#039;-class Medium Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Vindicator-class_heavy_cruiser &#039;&#039;Vindicator&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Interdictor_vessel &#039;&#039;Interdictor&#039;&#039;-class Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Imperial_II-class_Star_Destroyer &#039;&#039;Imperator II&#039;&#039;-class Star Destroyer]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Golan_space_defense_platform Golan M-series Dockyard Platforms]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Shield_Gate Golan M-3185 Shield Gate Station]&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
There are multiple factions in the Star Wars galaxy which use many craft that are not produced for the Galactic Empire or the Rebel Alliance.  These craft vary in characteristics and are used throughout the galaxy in various roles. &lt;br /&gt;
&lt;br /&gt;
The following Neutral craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Z-95_Headhunter Z-95 Headhunter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CloakShape_fighter/Legends Cloakshape Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/N-1_starfighter N-1 Naboo Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-3_Nimbus-class_V-wing_starfighter Alpha-3 Nimbus-class V-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Aggressive_ReConnaissance-170_starfighter/Legends ARC-170 Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Vulture-class_starfighter Vulture-class_starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Ugly/Legends Various Uglies]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Firespray-31-class_patrol_and_attack_craft Firespray-31-class Gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Slave_I Slave I]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/YT-1300_light_freighter YT-1300 Light Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BFF-1_bulk_freighter BFF-1 Bulk Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Tug DV-3 Cargo Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Action_VI_transport Action VI Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Transport Rayter-class Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CSS-1_Corellian_Star_Shuttle Star Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/StarSpeeder_1000 Star Speeder]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GAT-12_Skipray_Blastboat GAT-10 Skipray Blastboat]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Consular-class_cruiser_(Charger_c70_retrofit) Corellian Charger C70 Retrofit]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Braha&#039;tok-class_gunship Braha&#039;tok-class gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Marauder-class_corvette Marauder-class corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Dreadnaught-class_heavy_cruiser &#039;&#039;Dreadnaught&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Venator-class_Star_Destroyer &#039;&#039;Venator&#039;&#039;-class Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/XQ_Platform_series XQ1 and XQ2 Stations]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Asteroid_base Asteroid Base Station]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Repair_droid Dockyard Repair Droids]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Satellite/Legends Sensor and Defense Satellites]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Space_mine Space Mines]&lt;br /&gt;
&lt;br /&gt;
==Missions and Campaigns==&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; comes with a high level of single-player content.  These include multiple campaigns, standalone missions, and the ability to create missions using the FSO mission editor FRED2.  Multiplayer servers are also maintained and available to play on with friends. &lt;br /&gt;
&lt;br /&gt;
The first three campaigns narrate three interconnected stories set at the beginning of the Galactic Civil War.  Each of these three campaigns consists of about 5 missions, thus designers put high emphasis on quality mission design and high replayability.  The player&#039;s performance throughout the campaign will affect how later missions play out.  For example, the Alliance campaign will pit a ragtag Rebel task force against a dreaded &#039;&#039;Imperial&#039;&#039;-class Star Destroyer in the early stages of the Rebellion, and the player&#039;s performance throughout the campaign has a major impact on this encounter&#039;s difficulty.  The best possible outcome is hard to achieve, thus a number of playthroughs will be required.&lt;br /&gt;
&lt;br /&gt;
Players receive different types of training in different campaigns.  The Alliance mini-campaign starts with a basic training mission that teaches the basics to new players along with gameplay features that are unique to &#039;&#039;Fate of the Galaxy&#039;&#039;&#039;.  The Imperial mini-campaign starts with an advanced training.&lt;br /&gt;
&lt;br /&gt;
Standalone missions are also included in the first release.  Many of them are serious, story-driven missions, but there will also be arcade-like &amp;quot;challenge&amp;quot; missions in which the player must accomplish a wide variety of objectives, such as surviving two minutes within a &#039;&#039;Strike&#039;&#039;-class cruiser&#039;s firing range.  There will also be a Practice Zone mission, where the player can test flying any of the small craft and actively spawn in any craft in the mission as a hostile or friendly to practice combat.&lt;br /&gt;
&lt;br /&gt;
Three additional campaigns are being worked on and will be available when the game is released to the public, but specific details remain under embargo until public launch.  This large component is code-named Project Alderaan.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
[[Image:Ewingmaps.jpg|thumb|The progression of model work shown on an E-wing Starfighter, from Model (Right) to Normal Maps (Center) and Diffuse Texture (Left).   Note that this model will not be used.]]&lt;br /&gt;
Fate of the Galaxy picks up after a number of previous attempts to create a &#039;&#039;Star Wars&#039;&#039; mod for FreeSpace.  For several years the &amp;quot;Star Wars Conversion Project&amp;quot; was worked on by various teams and developers, but without any releases.  &lt;br /&gt;
&lt;br /&gt;
In early 2007, chief1983 took over as project leader, and began to assemble a new team of developers.   Choosing the name &#039;&#039;Fate of the Galaxy&#039;&#039;, the initial team consisted of chief1983, Brand-X as a modeler and Turambar as a texturer.  The initial plan put forward was to use the models and textures that had been completed by previous teams.  Soon after the reformation of the mod team, however, it was decided that all new art assets were needed to compete with the high graphical standards of the newer models, and all previously completed ships were discarded.&lt;br /&gt;
&lt;br /&gt;
Work continued on ship models and textures through the next year and a half, as new staff members were added to the development team.   In May of 2008, work began on implementing the new ship models into the game and work began on redesigning the feel and pace of the FreeSpace 2 Open engine.   Work still continued on the models needed for a campaign and demo release.  &lt;br /&gt;
&lt;br /&gt;
In early January of 2009, Brand-X experienced a hard drive failure which destroyed all previous models of his, setting the team&#039;s art department back significantly.   Since then, work has progressed on recreating these models to even higher quality standards.&lt;br /&gt;
&lt;br /&gt;
On June 4th, 2009, the first in-game screenshot of the X-wing starfighter was made public at the [http://www.moddb.com/games/fate-of-the-galaxy/images/x-wing-in-game-shots2#imagebox ModDB site] and at the official FotG [https://www.hard-light.net/forums/index.php?board=143.0 forums].  The first three campaigns, which are set at the beginning of the Galactic Civil War, were eventually completed, and worked then moved to standalone missions and three additional campaigns code-named Project Alderaan. &lt;br /&gt;
&lt;br /&gt;
In December of 2018 the team began the first phases of private beta testing. In June of 2022, the private beta tests were stated as nearly concluded.&lt;br /&gt;
&lt;br /&gt;
In May of 2019 the [https://www.youtube.com/watch?v=ler20EdjAfs&amp;amp;list=LLW8-wdcPLv0eT913KIi9_mw&amp;amp;index=2&amp;amp;t=0s teaser trailer] was posted.&lt;br /&gt;
&lt;br /&gt;
Throughout 2020-2022 developmental showcases have consisted of forum updates and gameplay streams on Discord.&lt;br /&gt;
&lt;br /&gt;
In June of 2022, multiplayer was confirmed to be working well, and standalone servers were created. &lt;br /&gt;
&lt;br /&gt;
From 2023-2024, the game underwent extensive balance and optimization testing in preparation for the public release. &lt;br /&gt;
&lt;br /&gt;
For the duration of 2025, additional polishing passes were conducted and continue to be refined. &lt;br /&gt;
&lt;br /&gt;
===Newsletter===&lt;br /&gt;
Newsletters are posted on a quarterly basis on the [https://www.hard-light.net/forums/index.php?board=143.0 Fate of the Galaxy Forums].  Also, the majority of the unofficial development chatter occurs on the Fate of the Galaxy Discord channel [https://discord.gg/k7ZMdmt].&lt;br /&gt;
&lt;br /&gt;
The most recent [https://www.hard-light.net/forums/index.php?topic=99253.0] was released in May 2024.  This update highlights new ship additions, MainHall updates, many other enhancements, and numerous fixes and minor updates.&lt;br /&gt;
&lt;br /&gt;
For reference, the [http://www.hard-light.net/forums/index.php/topic,54217.0.html first newsletter] was posted on June 1st, 2008.&lt;br /&gt;
&lt;br /&gt;
===First Release===&lt;br /&gt;
The first open beta of &#039;&#039;Fate of the Galaxy&#039;&#039; was originally planned to be released sometime late-2008 or early 2009.   However, with the art setback, the release has been pushed back.  Subsequent additions and developments then lead the team to decide to release the game as a more polished 1.0 version.  A date has not been decided yet, but the first three campaigns are done and relatively independent compared to the larger subsequent 3 campaigns.&lt;br /&gt;
&lt;br /&gt;
Recent years have shown considerable progress on the project, including a release of a private beta and addition of multiple ships and integrating new features that were recently added to the FSO engine (such as deferred and shadow lighting for cockpits, optimizations, and advanced scripting controls). &lt;br /&gt;
&lt;br /&gt;
In the most recent communications on Discord, co-community manager wookieejedi posted: &amp;quot;&#039;&#039;We are getting extremely close to releasing FotG publicly--one of the largest remaining milestones is having FSO release 25.0 stable (which is ideally not far away). We simply can’t wait to share the game with you all once those milestones are completed.&#039;&#039;&amp;quot; (May 4th, 2025)&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===Ship Lab shots===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Bwing.jpg&lt;br /&gt;
Image:Falcon2.jpg&lt;br /&gt;
Image:Xwing.jpg&lt;br /&gt;
Image:Ywing2.jpg&lt;br /&gt;
Image:Z95.jpg |&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Renders===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:FalconWallpaper.png&lt;br /&gt;
Image:TBrender.png&lt;br /&gt;
Image:TransportFinal.jpg&lt;br /&gt;
Image:Wallpaper.1-1280.png&lt;br /&gt;
Image:Wallpaper.2-1280.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[http://swc.hard-light.net/ Official Website]&lt;br /&gt;
*[https://discord.gg/k7ZMdmt Fate of the Galaxy Discord Server]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?board=143.0 Official Forum]&lt;br /&gt;
*[https://www.moddb.com/games/fate-of-the-galaxy Fate of the Galaxy on ModDB]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=67124</id>
		<title>Fate of the Galaxy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=67124"/>
		<updated>2026-02-13T19:44:10Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: tune gozanti&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{fotg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fate of the Galaxy&#039;&#039;&#039; (FotG) is a free total conversion set in the &#039;&#039;[https://en.wikipedia.org/wiki/Star_Wars Star Wars]&#039;&#039; Original Trilogy.  Developed using the open-source FreeSpace 2 Open (FSO) game engine, the project will be released as a standalone (the game FreeSpace 2 is not required).  An active [https://fate-of-the-galaxy.github.io/ website], [https://www.hard-light.net/forums/index.php?board=143.0 forum] and [https://discord.gg/k7ZMdmt Discord Channel] are also maintained. As a disclaimer, Fate of the Galaxy is a total conversion for FreeSpace Open developed by a team of fan volunteers, it is not associated with Lucasfilm Ltd or Disney and is not an official Star Wars product&lt;br /&gt;
&lt;br /&gt;
==Developers==&lt;br /&gt;
*&#039;&#039;&#039;chief1983:&#039;&#039;&#039; Project Lead&lt;br /&gt;
*&#039;&#039;&#039;Brand-X:&#039;&#039;&#039; Senior Artist and Content Moderator&lt;br /&gt;
*&#039;&#039;&#039;TopAce:&#039;&#039;&#039; Mission Design&lt;br /&gt;
*&#039;&#039;&#039;swashmebuckle:&#039;&#039;&#039; Music Composer, Writer&lt;br /&gt;
*&#039;&#039;&#039;zookeeper:&#039;&#039;&#039; Model Conversion, Artist, Scripting&lt;br /&gt;
*&#039;&#039;&#039;CountBuggula:&#039;&#039;&#039; Webmaster, Communications&lt;br /&gt;
*&#039;&#039;&#039;niffiwan:&#039;&#039;&#039; Coder&lt;br /&gt;
*&#039;&#039;&#039;wookieejedi:&#039;&#039;&#039; Mission Design, Scripting, Beta Management&lt;br /&gt;
*&#039;&#039;&#039;Limbert:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
*&#039;&#039;&#039;bobbtmann:&#039;&#039;&#039; Senior Contributor&lt;br /&gt;
*&#039;&#039;&#039;Dark Visor:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Full list of contributors is present in Credits screen of the game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In &#039;&#039;Fate of the Galaxy&#039;&#039; the player takes the role of a starfighter pilot through a series of missions and campaigns.  The game is primarily played through the perspective of single-manned craft. There are no plans currently for player-control of capital ships, though certain player craft do allow for AI gunners.  Current missions are set in space, including in asteroid fields, nebulas, and above planets.  A multiplayer mode is also available to play and works well at low pings (~&amp;lt;100 ms).  Standalone instances of the game are maintained, which allows players to easily join a server and play with friends. &lt;br /&gt;
&lt;br /&gt;
The player will choose to play as a pilot for the Rebel Alliance, the Galactic Empire, or as an independent neutral adventurer/privateer.   All factions have their own unique ships to control.&lt;br /&gt;
&lt;br /&gt;
===Authenticity===&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; strives to recreate combat as close to as seen in the Original Trilogy of &#039;&#039;Star Wars&#039;&#039;, during scenes such as the [https://starwars.fandom.com/wiki/Battle_of_Endor/Legends Battle of Endor] and the [https://starwars.fandom.com/wiki/Battle_of_Yavin Battle of Yavin].  To achieve this, the members of the development team have extensively analyzed individual movements and moments within these scenes to determine a baseline for such game concepts as damage, speed, and maneuverability.  Each fighter will stay as close as possible to its canonical statistics stated in various sources, but the final authority is the Original Trilogy movies themselves.   Thus, many attributes may be contrary to other published materials due to their divergence from the Original Trilogy.  In addition, visuals have been tuned to match the aesthetic of the Original Trilogy movies. &lt;br /&gt;
&lt;br /&gt;
Given this focus on movie authenticity, the gameplay differs from that present in the default FreeSpace 2 universe.  Ships will be much faster and combat quicker paced, with a larger focus on avoiding damage rather than absorbing it.  Several coding features have been completed to create a new, unique style of combat.&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
The game includes multiple ships unique to each faction, with some designs being shared when appropriate.  Each faction&#039;s fighters and capital ships have unique strengths, which presents different gameplay styles for each side.&lt;br /&gt;
&lt;br /&gt;
===Alliance to Restore the Republic/New Republic===&lt;br /&gt;
[[Image:NuX.png|thumb|The X-wing Starfighter, main fighter of the Rebel Alliance]]&lt;br /&gt;
The Alliance to Restore the Republic and New Republic maintain a focus on versatile and durable starfighters and small, fast capital ships.  Most of the Rebel fighters are equipped with secondary missile weapons such as concussion missiles or proton torpedoes.  Rebel players will, in most cases, be unable to outmaneuver their Imperial counterparts and will rely on their superior durability and weapon complement, as well as teamwork to engage the enemy.  Rebel capital ships are smaller than their Imperial counterparts, with each having diverse strengths due to their construction by various manufacturers.  Rebel Mon Calamari Cruisers are noted for their incredible shield regeneration rates, while Corellian Corvettes are known for their speed.&lt;br /&gt;
&lt;br /&gt;
The following Rebel/New Republic craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/X-wing_starfighter T-65 X-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL_Y-wing_starfighter BTL-A4 Y-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL-A4_LP_%22Longprobe%22 BTL-LP Longprobe Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/RZ-1_A-wing_interceptor RZ-1 A-wing Interceptor]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/A/SF-01_B-wing_starfighter A/SF-01 B-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/E-wing_escort_starfighter E-wing Escort Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/UT-60D_U-wing_starfighter/support_craft UT-60D U-wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Millennium_Falcon Millennium Falcon]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GR-75_medium_transport GR-75 Medium Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CR90_corvette Corellian CR90 Corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/EF76_Nebulon-B_escort_frigate EF76 Nebulon-B Escort Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC30C_frigate MC30 Heavy Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC40a_light_cruiser MC40 Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Liberty_type_Star_Cruiser &#039;&#039;Liberty&#039;&#039;-class Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Home_One_type_Star_Cruiser &#039;&#039;Home One&#039;&#039;-class Star Cruiser]&lt;br /&gt;
&lt;br /&gt;
===Galactic Empire===&lt;br /&gt;
[[Image:NuRTIE03.jpg|thumb|The TIE/ln Starfighter, main fighter of the Galactic Empire]]&lt;br /&gt;
The Galactic Empire&#039;s main strategy for fighters revolves around the concept of numerical advantage.   Imperial TIEs usually lack shields and durability, but have very potent weaponry and great maneuverability to counter this weakness.  Most Imperial fighters also forego any sort of missile secondary weapons and focus entirely on their lasers for offensive armament.  Imperial capital ships are much larger than those of the Rebels, and focus on heavy offensive weaponry and great hull durability.&lt;br /&gt;
&lt;br /&gt;
The following Imperial craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/LN_starfighter T.I.E. Starfighter &amp;amp; TIE/ln Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Reconnaissance_Fighter TIE/rc Recon Fighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/IN_interceptor TIE/In Interceptor Mark I and Mark II]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sa_bomber TIE/sa Bomber]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Advanced_x1 TIE Advanced x1]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/V38_assault_fighter V38 Assault Fighter]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sh_shuttle TIE/sh Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-class_Xg-1_Star_Wing Xg-1 Star Wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Delta-class_DX-9_stormtrooper_transport DX-9 Stormtrooper Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Lambda-class_T-4a_shuttle Lambda-class T-4a Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Zeta-class_Heavy_Cargo_Shuttle Zeta-class Heavy Cargo Shuttle]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/All_Terrain_Armored_Transport &#039;&#039;All Terrain Armored Transport&#039;&#039;]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Gozanti-class_cruiser &#039;&#039;Gozanti&#039;&#039;-class Cruiser]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Raider-class_corvette &#039;&#039;Raider&#039;&#039;-class Corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Carrack-class_light_cruiser &#039;&#039;Carrack&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Arquitens-class_light_cruiser &#039;&#039;Arquitens&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Strike-class_medium_cruiser &#039;&#039;Strike&#039;&#039;-class Medium Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Vindicator-class_heavy_cruiser &#039;&#039;Vindicator&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Interdictor_vessel &#039;&#039;Interdictor&#039;&#039;-class Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Imperial_II-class_Star_Destroyer &#039;&#039;Imperator II&#039;&#039;-class Star Destroyer]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Golan_space_defense_platform Golan M-series Dockyard Platforms]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Shield_Gate Golan M-3185 Shield Gate Station]&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
There are multiple factions in the Star Wars galaxy which use many craft that are not produced for the Galactic Empire or the Rebel Alliance.  These craft vary in characteristics and are used throughout the galaxy in various roles. &lt;br /&gt;
&lt;br /&gt;
The following Neutral craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Z-95_Headhunter Z-95 Headhunter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CloakShape_fighter/Legends Cloakshape Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/N-1_starfighter N-1 Naboo Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-3_Nimbus-class_V-wing_starfighter Alpha-3 Nimbus-class V-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Aggressive_ReConnaissance-170_starfighter/Legends ARC-170 Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Ugly/Legends Various Uglies]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Firespray-31-class_patrol_and_attack_craft Firespray-31-class Gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Slave_I Slave I]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/YT-1300_light_freighter YT-1300 Light Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BFF-1_bulk_freighter BFF-1 Bulk Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Tug DV-3 Cargo Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Action_VI_transport Action VI Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Transport Rayter-class Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CSS-1_Corellian_Star_Shuttle Star Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/StarSpeeder_1000 Star Speeder]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GAT-12_Skipray_Blastboat GAT-10 Skipray Blastboat]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Consular-class_cruiser_(Charger_c70_retrofit) Corellian Charger C70 Retrofit]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Braha&#039;tok-class_gunship Braha&#039;tok-class gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Marauder-class_corvette Marauder-class corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Dreadnaught-class_heavy_cruiser &#039;&#039;Dreadnaught&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Venator-class_Star_Destroyer &#039;&#039;Venator&#039;&#039;-class Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/XQ_Platform_series XQ1 and XQ2 Stations]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Asteroid_base Asteroid Base Station]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Repair_droid Dockyard Repair Droids]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Satellite/Legends Sensor and Defense Satellites]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Space_mine Space Mines]&lt;br /&gt;
&lt;br /&gt;
==Missions and Campaigns==&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; comes with a high level of single-player content.  These include multiple campaigns, standalone missions, and the ability to create missions using the FSO mission editor FRED2.  Multiplayer servers are also maintained and available to play on with friends. &lt;br /&gt;
&lt;br /&gt;
The first three campaigns narrate three interconnected stories set at the beginning of the Galactic Civil War.  Each of these three campaigns consists of about 5 missions, thus designers put high emphasis on quality mission design and high replayability.  The player&#039;s performance throughout the campaign will affect how later missions play out.  For example, the Alliance campaign will pit a ragtag Rebel task force against a dreaded &#039;&#039;Imperial&#039;&#039;-class Star Destroyer in the early stages of the Rebellion, and the player&#039;s performance throughout the campaign has a major impact on this encounter&#039;s difficulty.  The best possible outcome is hard to achieve, thus a number of playthroughs will be required.&lt;br /&gt;
&lt;br /&gt;
Players receive different types of training in different campaigns.  The Alliance mini-campaign starts with a basic training mission that teaches the basics to new players along with gameplay features that are unique to &#039;&#039;Fate of the Galaxy&#039;&#039;&#039;.  The Imperial mini-campaign starts with an advanced training.&lt;br /&gt;
&lt;br /&gt;
Standalone missions are also included in the first release.  Many of them are serious, story-driven missions, but there will also be arcade-like &amp;quot;challenge&amp;quot; missions in which the player must accomplish a wide variety of objectives, such as surviving two minutes within a &#039;&#039;Strike&#039;&#039;-class cruiser&#039;s firing range.  There will also be a Practice Zone mission, where the player can test flying any of the small craft and actively spawn in any craft in the mission as a hostile or friendly to practice combat.&lt;br /&gt;
&lt;br /&gt;
Three additional campaigns are being worked on and will be available when the game is released to the public, but specific details remain under embargo until public launch.  This large component is code-named Project Alderaan.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
[[Image:Ewingmaps.jpg|thumb|The progression of model work shown on an E-wing Starfighter, from Model (Right) to Normal Maps (Center) and Diffuse Texture (Left).   Note that this model will not be used.]]&lt;br /&gt;
Fate of the Galaxy picks up after a number of previous attempts to create a &#039;&#039;Star Wars&#039;&#039; mod for FreeSpace.  For several years the &amp;quot;Star Wars Conversion Project&amp;quot; was worked on by various teams and developers, but without any releases.  &lt;br /&gt;
&lt;br /&gt;
In early 2007, chief1983 took over as project leader, and began to assemble a new team of developers.   Choosing the name &#039;&#039;Fate of the Galaxy&#039;&#039;, the initial team consisted of chief1983, Brand-X as a modeler and Turambar as a texturer.  The initial plan put forward was to use the models and textures that had been completed by previous teams.  Soon after the reformation of the mod team, however, it was decided that all new art assets were needed to compete with the high graphical standards of the newer models, and all previously completed ships were discarded.&lt;br /&gt;
&lt;br /&gt;
Work continued on ship models and textures through the next year and a half, as new staff members were added to the development team.   In May of 2008, work began on implementing the new ship models into the game and work began on redesigning the feel and pace of the FreeSpace 2 Open engine.   Work still continued on the models needed for a campaign and demo release.  &lt;br /&gt;
&lt;br /&gt;
In early January of 2009, Brand-X experienced a hard drive failure which destroyed all previous models of his, setting the team&#039;s art department back significantly.   Since then, work has progressed on recreating these models to even higher quality standards.&lt;br /&gt;
&lt;br /&gt;
On June 4th, 2009, the first in-game screenshot of the X-wing starfighter was made public at the [http://www.moddb.com/games/fate-of-the-galaxy/images/x-wing-in-game-shots2#imagebox ModDB site] and at the official FotG [https://www.hard-light.net/forums/index.php?board=143.0 forums].  The first three campaigns, which are set at the beginning of the Galactic Civil War, were eventually completed, and worked then moved to standalone missions and three additional campaigns code-named Project Alderaan. &lt;br /&gt;
&lt;br /&gt;
In December of 2018 the team began the first phases of private beta testing. In June of 2022, the private beta tests were stated as nearly concluded.&lt;br /&gt;
&lt;br /&gt;
In May of 2019 the [https://www.youtube.com/watch?v=ler20EdjAfs&amp;amp;list=LLW8-wdcPLv0eT913KIi9_mw&amp;amp;index=2&amp;amp;t=0s teaser trailer] was posted.&lt;br /&gt;
&lt;br /&gt;
Throughout 2020-2022 developmental showcases have consisted of forum updates and gameplay streams on Discord.&lt;br /&gt;
&lt;br /&gt;
In June of 2022, multiplayer was confirmed to be working well, and standalone servers were created. &lt;br /&gt;
&lt;br /&gt;
From 2023-2024, the game underwent extensive balance and optimization testing in preparation for the public release. &lt;br /&gt;
&lt;br /&gt;
For the duration of 2025, additional polishing passes were conducted and continue to be refined. &lt;br /&gt;
&lt;br /&gt;
===Newsletter===&lt;br /&gt;
Newsletters are posted on a quarterly basis on the [https://www.hard-light.net/forums/index.php?board=143.0 Fate of the Galaxy Forums].  Also, the majority of the unofficial development chatter occurs on the Fate of the Galaxy Discord channel [https://discord.gg/k7ZMdmt].&lt;br /&gt;
&lt;br /&gt;
The most recent [https://www.hard-light.net/forums/index.php?topic=99253.0] was released in May 2024.  This update highlights new ship additions, MainHall updates, many other enhancements, and numerous fixes and minor updates.&lt;br /&gt;
&lt;br /&gt;
For reference, the [http://www.hard-light.net/forums/index.php/topic,54217.0.html first newsletter] was posted on June 1st, 2008.&lt;br /&gt;
&lt;br /&gt;
===First Release===&lt;br /&gt;
The first open beta of &#039;&#039;Fate of the Galaxy&#039;&#039; was originally planned to be released sometime late-2008 or early 2009.   However, with the art setback, the release has been pushed back.  Subsequent additions and developments then lead the team to decide to release the game as a more polished 1.0 version.  A date has not been decided yet, but the first three campaigns are done and relatively independent compared to the larger subsequent 3 campaigns.&lt;br /&gt;
&lt;br /&gt;
Recent years have shown considerable progress on the project, including a release of a private beta and addition of multiple ships and integrating new features that were recently added to the FSO engine (such as deferred and shadow lighting for cockpits, optimizations, and advanced scripting controls). &lt;br /&gt;
&lt;br /&gt;
In the most recent communications on Discord, co-community manager wookieejedi posted: &amp;quot;&#039;&#039;We are getting extremely close to releasing FotG publicly--one of the largest remaining milestones is having FSO release 25.0 stable (which is ideally not far away). We simply can’t wait to share the game with you all once those milestones are completed.&#039;&#039;&amp;quot; (May 4th, 2025)&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===Ship Lab shots===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Bwing.jpg&lt;br /&gt;
Image:Falcon2.jpg&lt;br /&gt;
Image:Xwing.jpg&lt;br /&gt;
Image:Ywing2.jpg&lt;br /&gt;
Image:Z95.jpg |&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Renders===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:FalconWallpaper.png&lt;br /&gt;
Image:TBrender.png&lt;br /&gt;
Image:TransportFinal.jpg&lt;br /&gt;
Image:Wallpaper.1-1280.png&lt;br /&gt;
Image:Wallpaper.2-1280.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[http://swc.hard-light.net/ Official Website]&lt;br /&gt;
*[https://discord.gg/k7ZMdmt Fate of the Galaxy Discord Server]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?board=143.0 Official Forum]&lt;br /&gt;
*[https://www.moddb.com/games/fate-of-the-galaxy Fate of the Galaxy on ModDB]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=67123</id>
		<title>Fate of the Galaxy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=67123"/>
		<updated>2026-02-13T19:43:48Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add new empire craft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{fotg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fate of the Galaxy&#039;&#039;&#039; (FotG) is a free total conversion set in the &#039;&#039;[https://en.wikipedia.org/wiki/Star_Wars Star Wars]&#039;&#039; Original Trilogy.  Developed using the open-source FreeSpace 2 Open (FSO) game engine, the project will be released as a standalone (the game FreeSpace 2 is not required).  An active [https://fate-of-the-galaxy.github.io/ website], [https://www.hard-light.net/forums/index.php?board=143.0 forum] and [https://discord.gg/k7ZMdmt Discord Channel] are also maintained. As a disclaimer, Fate of the Galaxy is a total conversion for FreeSpace Open developed by a team of fan volunteers, it is not associated with Lucasfilm Ltd or Disney and is not an official Star Wars product&lt;br /&gt;
&lt;br /&gt;
==Developers==&lt;br /&gt;
*&#039;&#039;&#039;chief1983:&#039;&#039;&#039; Project Lead&lt;br /&gt;
*&#039;&#039;&#039;Brand-X:&#039;&#039;&#039; Senior Artist and Content Moderator&lt;br /&gt;
*&#039;&#039;&#039;TopAce:&#039;&#039;&#039; Mission Design&lt;br /&gt;
*&#039;&#039;&#039;swashmebuckle:&#039;&#039;&#039; Music Composer, Writer&lt;br /&gt;
*&#039;&#039;&#039;zookeeper:&#039;&#039;&#039; Model Conversion, Artist, Scripting&lt;br /&gt;
*&#039;&#039;&#039;CountBuggula:&#039;&#039;&#039; Webmaster, Communications&lt;br /&gt;
*&#039;&#039;&#039;niffiwan:&#039;&#039;&#039; Coder&lt;br /&gt;
*&#039;&#039;&#039;wookieejedi:&#039;&#039;&#039; Mission Design, Scripting, Beta Management&lt;br /&gt;
*&#039;&#039;&#039;Limbert:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
*&#039;&#039;&#039;bobbtmann:&#039;&#039;&#039; Senior Contributor&lt;br /&gt;
*&#039;&#039;&#039;Dark Visor:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Full list of contributors is present in Credits screen of the game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In &#039;&#039;Fate of the Galaxy&#039;&#039; the player takes the role of a starfighter pilot through a series of missions and campaigns.  The game is primarily played through the perspective of single-manned craft. There are no plans currently for player-control of capital ships, though certain player craft do allow for AI gunners.  Current missions are set in space, including in asteroid fields, nebulas, and above planets.  A multiplayer mode is also available to play and works well at low pings (~&amp;lt;100 ms).  Standalone instances of the game are maintained, which allows players to easily join a server and play with friends. &lt;br /&gt;
&lt;br /&gt;
The player will choose to play as a pilot for the Rebel Alliance, the Galactic Empire, or as an independent neutral adventurer/privateer.   All factions have their own unique ships to control.&lt;br /&gt;
&lt;br /&gt;
===Authenticity===&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; strives to recreate combat as close to as seen in the Original Trilogy of &#039;&#039;Star Wars&#039;&#039;, during scenes such as the [https://starwars.fandom.com/wiki/Battle_of_Endor/Legends Battle of Endor] and the [https://starwars.fandom.com/wiki/Battle_of_Yavin Battle of Yavin].  To achieve this, the members of the development team have extensively analyzed individual movements and moments within these scenes to determine a baseline for such game concepts as damage, speed, and maneuverability.  Each fighter will stay as close as possible to its canonical statistics stated in various sources, but the final authority is the Original Trilogy movies themselves.   Thus, many attributes may be contrary to other published materials due to their divergence from the Original Trilogy.  In addition, visuals have been tuned to match the aesthetic of the Original Trilogy movies. &lt;br /&gt;
&lt;br /&gt;
Given this focus on movie authenticity, the gameplay differs from that present in the default FreeSpace 2 universe.  Ships will be much faster and combat quicker paced, with a larger focus on avoiding damage rather than absorbing it.  Several coding features have been completed to create a new, unique style of combat.&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
The game includes multiple ships unique to each faction, with some designs being shared when appropriate.  Each faction&#039;s fighters and capital ships have unique strengths, which presents different gameplay styles for each side.&lt;br /&gt;
&lt;br /&gt;
===Alliance to Restore the Republic/New Republic===&lt;br /&gt;
[[Image:NuX.png|thumb|The X-wing Starfighter, main fighter of the Rebel Alliance]]&lt;br /&gt;
The Alliance to Restore the Republic and New Republic maintain a focus on versatile and durable starfighters and small, fast capital ships.  Most of the Rebel fighters are equipped with secondary missile weapons such as concussion missiles or proton torpedoes.  Rebel players will, in most cases, be unable to outmaneuver their Imperial counterparts and will rely on their superior durability and weapon complement, as well as teamwork to engage the enemy.  Rebel capital ships are smaller than their Imperial counterparts, with each having diverse strengths due to their construction by various manufacturers.  Rebel Mon Calamari Cruisers are noted for their incredible shield regeneration rates, while Corellian Corvettes are known for their speed.&lt;br /&gt;
&lt;br /&gt;
The following Rebel/New Republic craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/X-wing_starfighter T-65 X-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL_Y-wing_starfighter BTL-A4 Y-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL-A4_LP_%22Longprobe%22 BTL-LP Longprobe Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/RZ-1_A-wing_interceptor RZ-1 A-wing Interceptor]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/A/SF-01_B-wing_starfighter A/SF-01 B-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/E-wing_escort_starfighter E-wing Escort Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/UT-60D_U-wing_starfighter/support_craft UT-60D U-wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Millennium_Falcon Millennium Falcon]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GR-75_medium_transport GR-75 Medium Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CR90_corvette Corellian CR90 Corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/EF76_Nebulon-B_escort_frigate EF76 Nebulon-B Escort Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC30C_frigate MC30 Heavy Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC40a_light_cruiser MC40 Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Liberty_type_Star_Cruiser &#039;&#039;Liberty&#039;&#039;-class Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Home_One_type_Star_Cruiser &#039;&#039;Home One&#039;&#039;-class Star Cruiser]&lt;br /&gt;
&lt;br /&gt;
===Galactic Empire===&lt;br /&gt;
[[Image:NuRTIE03.jpg|thumb|The TIE/ln Starfighter, main fighter of the Galactic Empire]]&lt;br /&gt;
The Galactic Empire&#039;s main strategy for fighters revolves around the concept of numerical advantage.   Imperial TIEs usually lack shields and durability, but have very potent weaponry and great maneuverability to counter this weakness.  Most Imperial fighters also forego any sort of missile secondary weapons and focus entirely on their lasers for offensive armament.  Imperial capital ships are much larger than those of the Rebels, and focus on heavy offensive weaponry and great hull durability.&lt;br /&gt;
&lt;br /&gt;
The following Imperial craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/LN_starfighter T.I.E. Starfighter &amp;amp; TIE/ln Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Reconnaissance_Fighter TIE/rc Recon Fighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/IN_interceptor TIE/In Interceptor Mark I and Mark II]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sa_bomber TIE/sa Bomber]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Advanced_x1 TIE Advanced x1]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/V38_assault_fighter V38 Assault Fighter]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sh_shuttle TIE/sh Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-class_Xg-1_Star_Wing Xg-1 Star Wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Delta-class_DX-9_stormtrooper_transport DX-9 Stormtrooper Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Lambda-class_T-4a_shuttle Lambda-class T-4a Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Zeta-class_Heavy_Cargo_Shuttle Zeta-class Heavy Cargo Shuttle]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/All_Terrain_Armored_Transport &#039;&#039;All Terrain Armored Transport&#039;&#039;]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Gozanti-class_cruiser &#039;&#039;Gozanti&#039;&#039;-class Corvette]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Raider-class_corvette &#039;&#039;Raider&#039;&#039;-class Corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Carrack-class_light_cruiser &#039;&#039;Carrack&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Arquitens-class_light_cruiser &#039;&#039;Arquitens&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Strike-class_medium_cruiser &#039;&#039;Strike&#039;&#039;-class Medium Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Vindicator-class_heavy_cruiser &#039;&#039;Vindicator&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Interdictor_vessel &#039;&#039;Interdictor&#039;&#039;-class Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Imperial_II-class_Star_Destroyer &#039;&#039;Imperator II&#039;&#039;-class Star Destroyer]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Golan_space_defense_platform Golan M-series Dockyard Platforms]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Shield_Gate Golan M-3185 Shield Gate Station]&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
There are multiple factions in the Star Wars galaxy which use many craft that are not produced for the Galactic Empire or the Rebel Alliance.  These craft vary in characteristics and are used throughout the galaxy in various roles. &lt;br /&gt;
&lt;br /&gt;
The following Neutral craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Z-95_Headhunter Z-95 Headhunter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CloakShape_fighter/Legends Cloakshape Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/N-1_starfighter N-1 Naboo Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-3_Nimbus-class_V-wing_starfighter Alpha-3 Nimbus-class V-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Aggressive_ReConnaissance-170_starfighter/Legends ARC-170 Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Ugly/Legends Various Uglies]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Firespray-31-class_patrol_and_attack_craft Firespray-31-class Gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Slave_I Slave I]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/YT-1300_light_freighter YT-1300 Light Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BFF-1_bulk_freighter BFF-1 Bulk Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Tug DV-3 Cargo Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Action_VI_transport Action VI Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Transport Rayter-class Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CSS-1_Corellian_Star_Shuttle Star Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/StarSpeeder_1000 Star Speeder]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GAT-12_Skipray_Blastboat GAT-10 Skipray Blastboat]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Consular-class_cruiser_(Charger_c70_retrofit) Corellian Charger C70 Retrofit]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Braha&#039;tok-class_gunship Braha&#039;tok-class gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Marauder-class_corvette Marauder-class corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Dreadnaught-class_heavy_cruiser &#039;&#039;Dreadnaught&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Venator-class_Star_Destroyer &#039;&#039;Venator&#039;&#039;-class Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/XQ_Platform_series XQ1 and XQ2 Stations]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Asteroid_base Asteroid Base Station]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Repair_droid Dockyard Repair Droids]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Satellite/Legends Sensor and Defense Satellites]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Space_mine Space Mines]&lt;br /&gt;
&lt;br /&gt;
==Missions and Campaigns==&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; comes with a high level of single-player content.  These include multiple campaigns, standalone missions, and the ability to create missions using the FSO mission editor FRED2.  Multiplayer servers are also maintained and available to play on with friends. &lt;br /&gt;
&lt;br /&gt;
The first three campaigns narrate three interconnected stories set at the beginning of the Galactic Civil War.  Each of these three campaigns consists of about 5 missions, thus designers put high emphasis on quality mission design and high replayability.  The player&#039;s performance throughout the campaign will affect how later missions play out.  For example, the Alliance campaign will pit a ragtag Rebel task force against a dreaded &#039;&#039;Imperial&#039;&#039;-class Star Destroyer in the early stages of the Rebellion, and the player&#039;s performance throughout the campaign has a major impact on this encounter&#039;s difficulty.  The best possible outcome is hard to achieve, thus a number of playthroughs will be required.&lt;br /&gt;
&lt;br /&gt;
Players receive different types of training in different campaigns.  The Alliance mini-campaign starts with a basic training mission that teaches the basics to new players along with gameplay features that are unique to &#039;&#039;Fate of the Galaxy&#039;&#039;&#039;.  The Imperial mini-campaign starts with an advanced training.&lt;br /&gt;
&lt;br /&gt;
Standalone missions are also included in the first release.  Many of them are serious, story-driven missions, but there will also be arcade-like &amp;quot;challenge&amp;quot; missions in which the player must accomplish a wide variety of objectives, such as surviving two minutes within a &#039;&#039;Strike&#039;&#039;-class cruiser&#039;s firing range.  There will also be a Practice Zone mission, where the player can test flying any of the small craft and actively spawn in any craft in the mission as a hostile or friendly to practice combat.&lt;br /&gt;
&lt;br /&gt;
Three additional campaigns are being worked on and will be available when the game is released to the public, but specific details remain under embargo until public launch.  This large component is code-named Project Alderaan.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
[[Image:Ewingmaps.jpg|thumb|The progression of model work shown on an E-wing Starfighter, from Model (Right) to Normal Maps (Center) and Diffuse Texture (Left).   Note that this model will not be used.]]&lt;br /&gt;
Fate of the Galaxy picks up after a number of previous attempts to create a &#039;&#039;Star Wars&#039;&#039; mod for FreeSpace.  For several years the &amp;quot;Star Wars Conversion Project&amp;quot; was worked on by various teams and developers, but without any releases.  &lt;br /&gt;
&lt;br /&gt;
In early 2007, chief1983 took over as project leader, and began to assemble a new team of developers.   Choosing the name &#039;&#039;Fate of the Galaxy&#039;&#039;, the initial team consisted of chief1983, Brand-X as a modeler and Turambar as a texturer.  The initial plan put forward was to use the models and textures that had been completed by previous teams.  Soon after the reformation of the mod team, however, it was decided that all new art assets were needed to compete with the high graphical standards of the newer models, and all previously completed ships were discarded.&lt;br /&gt;
&lt;br /&gt;
Work continued on ship models and textures through the next year and a half, as new staff members were added to the development team.   In May of 2008, work began on implementing the new ship models into the game and work began on redesigning the feel and pace of the FreeSpace 2 Open engine.   Work still continued on the models needed for a campaign and demo release.  &lt;br /&gt;
&lt;br /&gt;
In early January of 2009, Brand-X experienced a hard drive failure which destroyed all previous models of his, setting the team&#039;s art department back significantly.   Since then, work has progressed on recreating these models to even higher quality standards.&lt;br /&gt;
&lt;br /&gt;
On June 4th, 2009, the first in-game screenshot of the X-wing starfighter was made public at the [http://www.moddb.com/games/fate-of-the-galaxy/images/x-wing-in-game-shots2#imagebox ModDB site] and at the official FotG [https://www.hard-light.net/forums/index.php?board=143.0 forums].  The first three campaigns, which are set at the beginning of the Galactic Civil War, were eventually completed, and worked then moved to standalone missions and three additional campaigns code-named Project Alderaan. &lt;br /&gt;
&lt;br /&gt;
In December of 2018 the team began the first phases of private beta testing. In June of 2022, the private beta tests were stated as nearly concluded.&lt;br /&gt;
&lt;br /&gt;
In May of 2019 the [https://www.youtube.com/watch?v=ler20EdjAfs&amp;amp;list=LLW8-wdcPLv0eT913KIi9_mw&amp;amp;index=2&amp;amp;t=0s teaser trailer] was posted.&lt;br /&gt;
&lt;br /&gt;
Throughout 2020-2022 developmental showcases have consisted of forum updates and gameplay streams on Discord.&lt;br /&gt;
&lt;br /&gt;
In June of 2022, multiplayer was confirmed to be working well, and standalone servers were created. &lt;br /&gt;
&lt;br /&gt;
From 2023-2024, the game underwent extensive balance and optimization testing in preparation for the public release. &lt;br /&gt;
&lt;br /&gt;
For the duration of 2025, additional polishing passes were conducted and continue to be refined. &lt;br /&gt;
&lt;br /&gt;
===Newsletter===&lt;br /&gt;
Newsletters are posted on a quarterly basis on the [https://www.hard-light.net/forums/index.php?board=143.0 Fate of the Galaxy Forums].  Also, the majority of the unofficial development chatter occurs on the Fate of the Galaxy Discord channel [https://discord.gg/k7ZMdmt].&lt;br /&gt;
&lt;br /&gt;
The most recent [https://www.hard-light.net/forums/index.php?topic=99253.0] was released in May 2024.  This update highlights new ship additions, MainHall updates, many other enhancements, and numerous fixes and minor updates.&lt;br /&gt;
&lt;br /&gt;
For reference, the [http://www.hard-light.net/forums/index.php/topic,54217.0.html first newsletter] was posted on June 1st, 2008.&lt;br /&gt;
&lt;br /&gt;
===First Release===&lt;br /&gt;
The first open beta of &#039;&#039;Fate of the Galaxy&#039;&#039; was originally planned to be released sometime late-2008 or early 2009.   However, with the art setback, the release has been pushed back.  Subsequent additions and developments then lead the team to decide to release the game as a more polished 1.0 version.  A date has not been decided yet, but the first three campaigns are done and relatively independent compared to the larger subsequent 3 campaigns.&lt;br /&gt;
&lt;br /&gt;
Recent years have shown considerable progress on the project, including a release of a private beta and addition of multiple ships and integrating new features that were recently added to the FSO engine (such as deferred and shadow lighting for cockpits, optimizations, and advanced scripting controls). &lt;br /&gt;
&lt;br /&gt;
In the most recent communications on Discord, co-community manager wookieejedi posted: &amp;quot;&#039;&#039;We are getting extremely close to releasing FotG publicly--one of the largest remaining milestones is having FSO release 25.0 stable (which is ideally not far away). We simply can’t wait to share the game with you all once those milestones are completed.&#039;&#039;&amp;quot; (May 4th, 2025)&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===Ship Lab shots===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Bwing.jpg&lt;br /&gt;
Image:Falcon2.jpg&lt;br /&gt;
Image:Xwing.jpg&lt;br /&gt;
Image:Ywing2.jpg&lt;br /&gt;
Image:Z95.jpg |&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Renders===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:FalconWallpaper.png&lt;br /&gt;
Image:TBrender.png&lt;br /&gt;
Image:TransportFinal.jpg&lt;br /&gt;
Image:Wallpaper.1-1280.png&lt;br /&gt;
Image:Wallpaper.2-1280.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[http://swc.hard-light.net/ Official Website]&lt;br /&gt;
*[https://discord.gg/k7ZMdmt Fate of the Galaxy Discord Server]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?board=143.0 Official Forum]&lt;br /&gt;
*[https://www.moddb.com/games/fate-of-the-galaxy Fate of the Galaxy on ModDB]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=67099</id>
		<title>Fate of the Galaxy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=67099"/>
		<updated>2026-01-06T16:27:03Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add raider&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{fotg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fate of the Galaxy&#039;&#039;&#039; (FotG) is a free total conversion set in the &#039;&#039;[https://en.wikipedia.org/wiki/Star_Wars Star Wars]&#039;&#039; Original Trilogy.  Developed using the open-source FreeSpace 2 Open (FSO) game engine, the project will be released as a standalone (the game FreeSpace 2 is not required).  An active [https://fate-of-the-galaxy.github.io/ website], [https://www.hard-light.net/forums/index.php?board=143.0 forum] and [https://discord.gg/k7ZMdmt Discord Channel] are also maintained. As a disclaimer, Fate of the Galaxy is a total conversion for FreeSpace Open developed by a team of fan volunteers, it is not associated with Lucasfilm Ltd or Disney and is not an official Star Wars product&lt;br /&gt;
&lt;br /&gt;
==Developers==&lt;br /&gt;
*&#039;&#039;&#039;chief1983:&#039;&#039;&#039; Project Lead&lt;br /&gt;
*&#039;&#039;&#039;Brand-X:&#039;&#039;&#039; Senior Artist and Content Moderator&lt;br /&gt;
*&#039;&#039;&#039;TopAce:&#039;&#039;&#039; Mission Design&lt;br /&gt;
*&#039;&#039;&#039;swashmebuckle:&#039;&#039;&#039; Music Composer, Writer&lt;br /&gt;
*&#039;&#039;&#039;zookeeper:&#039;&#039;&#039; Model Conversion, Artist, Scripting&lt;br /&gt;
*&#039;&#039;&#039;CountBuggula:&#039;&#039;&#039; Webmaster, Communications&lt;br /&gt;
*&#039;&#039;&#039;niffiwan:&#039;&#039;&#039; Coder&lt;br /&gt;
*&#039;&#039;&#039;wookieejedi:&#039;&#039;&#039; Mission Design, Scripting, Beta Management&lt;br /&gt;
*&#039;&#039;&#039;Limbert:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
*&#039;&#039;&#039;bobbtmann:&#039;&#039;&#039; Senior Contributor&lt;br /&gt;
*&#039;&#039;&#039;Dark Visor:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Full list of contributors is present in Credits screen of the game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In &#039;&#039;Fate of the Galaxy&#039;&#039; the player takes the role of a starfighter pilot through a series of missions and campaigns.  The game is primarily played through the perspective of single-manned craft. There are no plans currently for player-control of capital ships, though certain player craft do allow for AI gunners.  Current missions are set in space, including in asteroid fields, nebulas, and above planets.  A multiplayer mode is also available to play and works well at low pings (~&amp;lt;100 ms).  Standalone instances of the game are maintained, which allows players to easily join a server and play with friends. &lt;br /&gt;
&lt;br /&gt;
The player will choose to play as a pilot for the Rebel Alliance, the Galactic Empire, or as an independent neutral adventurer/privateer.   All factions have their own unique ships to control.&lt;br /&gt;
&lt;br /&gt;
===Authenticity===&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; strives to recreate combat as close to as seen in the Original Trilogy of &#039;&#039;Star Wars&#039;&#039;, during scenes such as the [https://starwars.fandom.com/wiki/Battle_of_Endor/Legends Battle of Endor] and the [https://starwars.fandom.com/wiki/Battle_of_Yavin Battle of Yavin].  To achieve this, the members of the development team have extensively analyzed individual movements and moments within these scenes to determine a baseline for such game concepts as damage, speed, and maneuverability.  Each fighter will stay as close as possible to its canonical statistics stated in various sources, but the final authority is the Original Trilogy movies themselves.   Thus, many attributes may be contrary to other published materials due to their divergence from the Original Trilogy.  In addition, visuals have been tuned to match the aesthetic of the Original Trilogy movies. &lt;br /&gt;
&lt;br /&gt;
Given this focus on movie authenticity, the gameplay differs from that present in the default FreeSpace 2 universe.  Ships will be much faster and combat quicker paced, with a larger focus on avoiding damage rather than absorbing it.  Several coding features have been completed to create a new, unique style of combat.&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
The game includes multiple ships unique to each faction, with some designs being shared when appropriate.  Each faction&#039;s fighters and capital ships have unique strengths, which presents different gameplay styles for each side.&lt;br /&gt;
&lt;br /&gt;
===Alliance to Restore the Republic/New Republic===&lt;br /&gt;
[[Image:NuX.png|thumb|The X-wing Starfighter, main fighter of the Rebel Alliance]]&lt;br /&gt;
The Alliance to Restore the Republic and New Republic maintain a focus on versatile and durable starfighters and small, fast capital ships.  Most of the Rebel fighters are equipped with secondary missile weapons such as concussion missiles or proton torpedoes.  Rebel players will, in most cases, be unable to outmaneuver their Imperial counterparts and will rely on their superior durability and weapon complement, as well as teamwork to engage the enemy.  Rebel capital ships are smaller than their Imperial counterparts, with each having diverse strengths due to their construction by various manufacturers.  Rebel Mon Calamari Cruisers are noted for their incredible shield regeneration rates, while Corellian Corvettes are known for their speed.&lt;br /&gt;
&lt;br /&gt;
The following Rebel/New Republic craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/X-wing_starfighter T-65 X-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL_Y-wing_starfighter BTL-A4 Y-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL-A4_LP_%22Longprobe%22 BTL-LP Longprobe Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/RZ-1_A-wing_interceptor RZ-1 A-wing Interceptor]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/A/SF-01_B-wing_starfighter A/SF-01 B-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/E-wing_escort_starfighter E-wing Escort Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/UT-60D_U-wing_starfighter/support_craft UT-60D U-wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Millennium_Falcon Millennium Falcon]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GR-75_medium_transport GR-75 Medium Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CR90_corvette Corellian CR90 Corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/EF76_Nebulon-B_escort_frigate EF76 Nebulon-B Escort Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC30C_frigate MC30 Heavy Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC40a_light_cruiser MC40 Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Liberty_type_Star_Cruiser &#039;&#039;Liberty&#039;&#039;-class Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Home_One_type_Star_Cruiser &#039;&#039;Home One&#039;&#039;-class Star Cruiser]&lt;br /&gt;
&lt;br /&gt;
===Galactic Empire===&lt;br /&gt;
[[Image:NuRTIE03.jpg|thumb|The TIE/ln Starfighter, main fighter of the Galactic Empire]]&lt;br /&gt;
The Galactic Empire&#039;s main strategy for fighters revolves around the concept of numerical advantage.   Imperial TIEs usually lack shields and durability, but have very potent weaponry and great maneuverability to counter this weakness.  Most Imperial fighters also forego any sort of missile secondary weapons and focus entirely on their lasers for offensive armament.  Imperial capital ships are much larger than those of the Rebels, and focus on heavy offensive weaponry and great hull durability.&lt;br /&gt;
&lt;br /&gt;
The following Imperial craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/LN_starfighter T.I.E. Starfighter &amp;amp; TIE/ln Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Reconnaissance_Fighter TIE/rc Recon Fighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/IN_interceptor/Legends TIE/In Interceptor Mark I and Mark II]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sa_bomber TIE/sa Bomber]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Advanced_x1 TIE Advanced x1]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/V38_assault_fighter V38 Assault Fighter]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sh_shuttle TIE/sh Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-class_Xg-1_Star_Wing Xg-1 Star Wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Delta-class_DX-9_stormtrooper_transport DX-9 Stormtrooper Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Lambda-class_T-4a_shuttle Lambda-class T-4a Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Zeta-class_Heavy_Cargo_Shuttle Zeta-class Heavy Cargo Shuttle]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Raider-class_corvette &#039;&#039;Raider&#039;&#039;-class Corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Carrack-class_light_cruiser &#039;&#039;Carrack&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Arquitens-class_light_cruiser &#039;&#039;Arquitens&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Strike-class_medium_cruiser &#039;&#039;Strike&#039;&#039;-class Medium Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Vindicator-class_heavy_cruiser &#039;&#039;Vindicator&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Interdictor_vessel &#039;&#039;Interdictor&#039;&#039;-class Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Imperial_II-class_Star_Destroyer &#039;&#039;Imperator II&#039;&#039;-class Star Destroyer]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Golan_space_defense_platform Golan M-series Dockyard Platforms]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Shield_Gate Golan M-3185 Shield Gate Station]&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
There are multiple factions in the Star Wars galaxy which use many craft that are not produced for the Galactic Empire or the Rebel Alliance.  These craft vary in characteristics and are used throughout the galaxy in various roles. &lt;br /&gt;
&lt;br /&gt;
The following Neutral craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Z-95_Headhunter Z-95 Headhunter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CloakShape_fighter/Legends Cloakshape Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/N-1_starfighter N-1 Naboo Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-3_Nimbus-class_V-wing_starfighter Alpha-3 Nimbus-class V-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Aggressive_ReConnaissance-170_starfighter/Legends ARC-170 Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Ugly/Legends Various Uglies]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Firespray-31-class_patrol_and_attack_craft Firespray-31-class Gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Slave_I Slave I]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/YT-1300_light_freighter YT-1300 Light Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BFF-1_bulk_freighter BFF-1 Bulk Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Tug DV-3 Cargo Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Action_VI_transport Action VI Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Transport Rayter-class Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CSS-1_Corellian_Star_Shuttle Star Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/StarSpeeder_1000 Star Speeder]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GAT-12_Skipray_Blastboat GAT-10 Skipray Blastboat]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Consular-class_cruiser_(Charger_c70_retrofit) Corellian Charger C70 Retrofit]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Braha&#039;tok-class_gunship Braha&#039;tok-class gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Marauder-class_corvette Marauder-class corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Dreadnaught-class_heavy_cruiser &#039;&#039;Dreadnaught&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Venator-class_Star_Destroyer &#039;&#039;Venator&#039;&#039;-class Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/XQ_Platform_series XQ1 and XQ2 Stations]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Asteroid_base Asteroid Base Station]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Repair_droid Dockyard Repair Droids]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Satellite/Legends Sensor and Defense Satellites]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Space_mine Space Mines]&lt;br /&gt;
&lt;br /&gt;
==Missions and Campaigns==&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; comes with a high level of single-player content.  These include multiple campaigns, standalone missions, and the ability to create missions using the FSO mission editor FRED2.  Multiplayer servers are also maintained and available to play on with friends. &lt;br /&gt;
&lt;br /&gt;
The first three campaigns narrate three interconnected stories set at the beginning of the Galactic Civil War.  Each of these three campaigns consists of about 5 missions, thus designers put high emphasis on quality mission design and high replayability.  The player&#039;s performance throughout the campaign will affect how later missions play out.  For example, the Alliance campaign will pit a ragtag Rebel task force against a dreaded &#039;&#039;Imperial&#039;&#039;-class Star Destroyer in the early stages of the Rebellion, and the player&#039;s performance throughout the campaign has a major impact on this encounter&#039;s difficulty.  The best possible outcome is hard to achieve, thus a number of playthroughs will be required.&lt;br /&gt;
&lt;br /&gt;
Players receive different types of training in different campaigns.  The Alliance mini-campaign starts with a basic training mission that teaches the basics to new players along with gameplay features that are unique to &#039;&#039;Fate of the Galaxy&#039;&#039;&#039;.  The Imperial mini-campaign starts with an advanced training.&lt;br /&gt;
&lt;br /&gt;
Standalone missions are also included in the first release.  Many of them are serious, story-driven missions, but there will also be arcade-like &amp;quot;challenge&amp;quot; missions in which the player must accomplish a wide variety of objectives, such as surviving two minutes within a &#039;&#039;Strike&#039;&#039;-class cruiser&#039;s firing range.  There will also be a Practice Zone mission, where the player can test flying any of the small craft and actively spawn in any craft in the mission as a hostile or friendly to practice combat.&lt;br /&gt;
&lt;br /&gt;
Three additional campaigns are being worked on and will be available when the game is released to the public, but specific details remain under embargo until public launch.  This large component is code-named Project Alderaan.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
[[Image:Ewingmaps.jpg|thumb|The progression of model work shown on an E-wing Starfighter, from Model (Right) to Normal Maps (Center) and Diffuse Texture (Left).   Note that this model will not be used.]]&lt;br /&gt;
Fate of the Galaxy picks up after a number of previous attempts to create a &#039;&#039;Star Wars&#039;&#039; mod for FreeSpace.  For several years the &amp;quot;Star Wars Conversion Project&amp;quot; was worked on by various teams and developers, but without any releases.  &lt;br /&gt;
&lt;br /&gt;
In early 2007, chief1983 took over as project leader, and began to assemble a new team of developers.   Choosing the name &#039;&#039;Fate of the Galaxy&#039;&#039;, the initial team consisted of chief1983, Brand-X as a modeler and Turambar as a texturer.  The initial plan put forward was to use the models and textures that had been completed by previous teams.  Soon after the reformation of the mod team, however, it was decided that all new art assets were needed to compete with the high graphical standards of the newer models, and all previously completed ships were discarded.&lt;br /&gt;
&lt;br /&gt;
Work continued on ship models and textures through the next year and a half, as new staff members were added to the development team.   In May of 2008, work began on implementing the new ship models into the game and work began on redesigning the feel and pace of the FreeSpace 2 Open engine.   Work still continued on the models needed for a campaign and demo release.  &lt;br /&gt;
&lt;br /&gt;
In early January of 2009, Brand-X experienced a hard drive failure which destroyed all previous models of his, setting the team&#039;s art department back significantly.   Since then, work has progressed on recreating these models to even higher quality standards.&lt;br /&gt;
&lt;br /&gt;
On June 4th, 2009, the first in-game screenshot of the X-wing starfighter was made public at the [http://www.moddb.com/games/fate-of-the-galaxy/images/x-wing-in-game-shots2#imagebox ModDB site] and at the official FotG [https://www.hard-light.net/forums/index.php?board=143.0 forums].  The first three campaigns, which are set at the beginning of the Galactic Civil War, were eventually completed, and worked then moved to standalone missions and three additional campaigns code-named Project Alderaan. &lt;br /&gt;
&lt;br /&gt;
In December of 2018 the team began the first phases of private beta testing. In June of 2022, the private beta tests were stated as nearly concluded.&lt;br /&gt;
&lt;br /&gt;
In May of 2019 the [https://www.youtube.com/watch?v=ler20EdjAfs&amp;amp;list=LLW8-wdcPLv0eT913KIi9_mw&amp;amp;index=2&amp;amp;t=0s teaser trailer] was posted.&lt;br /&gt;
&lt;br /&gt;
Throughout 2020-2022 developmental showcases have consisted of forum updates and gameplay streams on Discord.&lt;br /&gt;
&lt;br /&gt;
In June of 2022, multiplayer was confirmed to be working well, and standalone servers were created. &lt;br /&gt;
&lt;br /&gt;
From 2023-2024, the game underwent extensive balance and optimization testing in preparation for the public release. &lt;br /&gt;
&lt;br /&gt;
For the duration of 2025, additional polishing passes were conducted and continue to be refined. &lt;br /&gt;
&lt;br /&gt;
===Newsletter===&lt;br /&gt;
Newsletters are posted on a quarterly basis on the [https://www.hard-light.net/forums/index.php?board=143.0 Fate of the Galaxy Forums].  Also, the majority of the unofficial development chatter occurs on the Fate of the Galaxy Discord channel [https://discord.gg/k7ZMdmt].&lt;br /&gt;
&lt;br /&gt;
The most recent [https://www.hard-light.net/forums/index.php?topic=99253.0] was released in May 2024.  This update highlights new ship additions, MainHall updates, many other enhancements, and numerous fixes and minor updates.&lt;br /&gt;
&lt;br /&gt;
For reference, the [http://www.hard-light.net/forums/index.php/topic,54217.0.html first newsletter] was posted on June 1st, 2008.&lt;br /&gt;
&lt;br /&gt;
===First Release===&lt;br /&gt;
The first open beta of &#039;&#039;Fate of the Galaxy&#039;&#039; was originally planned to be released sometime late-2008 or early 2009.   However, with the art setback, the release has been pushed back.  Subsequent additions and developments then lead the team to decide to release the game as a more polished 1.0 version.  A date has not been decided yet, but the first three campaigns are done and relatively independent compared to the larger subsequent 3 campaigns.&lt;br /&gt;
&lt;br /&gt;
Recent years have shown considerable progress on the project, including a release of a private beta and addition of multiple ships and integrating new features that were recently added to the FSO engine (such as deferred and shadow lighting for cockpits, optimizations, and advanced scripting controls). &lt;br /&gt;
&lt;br /&gt;
In the most recent communications on Discord, co-community manager wookieejedi posted: &amp;quot;&#039;&#039;We are getting extremely close to releasing FotG publicly--one of the largest remaining milestones is having FSO release 25.0 stable (which is ideally not far away). We simply can’t wait to share the game with you all once those milestones are completed.&#039;&#039;&amp;quot; (May 4th, 2025)&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===Ship Lab shots===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Bwing.jpg&lt;br /&gt;
Image:Falcon2.jpg&lt;br /&gt;
Image:Xwing.jpg&lt;br /&gt;
Image:Ywing2.jpg&lt;br /&gt;
Image:Z95.jpg |&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Renders===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:FalconWallpaper.png&lt;br /&gt;
Image:TBrender.png&lt;br /&gt;
Image:TransportFinal.jpg&lt;br /&gt;
Image:Wallpaper.1-1280.png&lt;br /&gt;
Image:Wallpaper.2-1280.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[http://swc.hard-light.net/ Official Website]&lt;br /&gt;
*[https://discord.gg/k7ZMdmt Fate of the Galaxy Discord Server]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?board=143.0 Official Forum]&lt;br /&gt;
*[https://www.moddb.com/games/fate-of-the-galaxy Fate of the Galaxy on ModDB]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=67097</id>
		<title>Fate of the Galaxy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=67097"/>
		<updated>2025-12-22T17:07:25Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add venator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{fotg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fate of the Galaxy&#039;&#039;&#039; (FotG) is a free total conversion set in the &#039;&#039;[https://en.wikipedia.org/wiki/Star_Wars Star Wars]&#039;&#039; Original Trilogy.  Developed using the open-source FreeSpace 2 Open (FSO) game engine, the project will be released as a standalone (the game FreeSpace 2 is not required).  An active [https://fate-of-the-galaxy.github.io/ website], [https://www.hard-light.net/forums/index.php?board=143.0 forum] and [https://discord.gg/k7ZMdmt Discord Channel] are also maintained. As a disclaimer, Fate of the Galaxy is a total conversion for FreeSpace Open developed by a team of fan volunteers, it is not associated with Lucasfilm Ltd or Disney and is not an official Star Wars product&lt;br /&gt;
&lt;br /&gt;
==Developers==&lt;br /&gt;
*&#039;&#039;&#039;chief1983:&#039;&#039;&#039; Project Lead&lt;br /&gt;
*&#039;&#039;&#039;Brand-X:&#039;&#039;&#039; Senior Artist and Content Moderator&lt;br /&gt;
*&#039;&#039;&#039;TopAce:&#039;&#039;&#039; Mission Design&lt;br /&gt;
*&#039;&#039;&#039;swashmebuckle:&#039;&#039;&#039; Music Composer, Writer&lt;br /&gt;
*&#039;&#039;&#039;zookeeper:&#039;&#039;&#039; Model Conversion, Artist, Scripting&lt;br /&gt;
*&#039;&#039;&#039;CountBuggula:&#039;&#039;&#039; Webmaster, Communications&lt;br /&gt;
*&#039;&#039;&#039;niffiwan:&#039;&#039;&#039; Coder&lt;br /&gt;
*&#039;&#039;&#039;wookieejedi:&#039;&#039;&#039; Mission Design, Scripting, Beta Management&lt;br /&gt;
*&#039;&#039;&#039;Limbert:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
*&#039;&#039;&#039;bobbtmann:&#039;&#039;&#039; Senior Contributor&lt;br /&gt;
*&#039;&#039;&#039;Dark Visor:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Full list of contributors is present in Credits screen of the game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In &#039;&#039;Fate of the Galaxy&#039;&#039; the player takes the role of a starfighter pilot through a series of missions and campaigns.  The game is primarily played through the perspective of single-manned craft. There are no plans currently for player-control of capital ships, though certain player craft do allow for AI gunners.  Current missions are set in space, including in asteroid fields, nebulas, and above planets.  A multiplayer mode is also available to play and works well at low pings (~&amp;lt;100 ms).  Standalone instances of the game are maintained, which allows players to easily join a server and play with friends. &lt;br /&gt;
&lt;br /&gt;
The player will choose to play as a pilot for the Rebel Alliance, the Galactic Empire, or as an independent neutral adventurer/privateer.   All factions have their own unique ships to control.&lt;br /&gt;
&lt;br /&gt;
===Authenticity===&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; strives to recreate combat as close to as seen in the Original Trilogy of &#039;&#039;Star Wars&#039;&#039;, during scenes such as the [https://starwars.fandom.com/wiki/Battle_of_Endor/Legends Battle of Endor] and the [https://starwars.fandom.com/wiki/Battle_of_Yavin Battle of Yavin].  To achieve this, the members of the development team have extensively analyzed individual movements and moments within these scenes to determine a baseline for such game concepts as damage, speed, and maneuverability.  Each fighter will stay as close as possible to its canonical statistics stated in various sources, but the final authority is the Original Trilogy movies themselves.   Thus, many attributes may be contrary to other published materials due to their divergence from the Original Trilogy.  In addition, visuals have been tuned to match the aesthetic of the Original Trilogy movies. &lt;br /&gt;
&lt;br /&gt;
Given this focus on movie authenticity, the gameplay differs from that present in the default FreeSpace 2 universe.  Ships will be much faster and combat quicker paced, with a larger focus on avoiding damage rather than absorbing it.  Several coding features have been completed to create a new, unique style of combat.&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
The game includes multiple ships unique to each faction, with some designs being shared when appropriate.  Each faction&#039;s fighters and capital ships have unique strengths, which presents different gameplay styles for each side.&lt;br /&gt;
&lt;br /&gt;
===Alliance to Restore the Republic/New Republic===&lt;br /&gt;
[[Image:NuX.png|thumb|The X-wing Starfighter, main fighter of the Rebel Alliance]]&lt;br /&gt;
The Alliance to Restore the Republic and New Republic maintain a focus on versatile and durable starfighters and small, fast capital ships.  Most of the Rebel fighters are equipped with secondary missile weapons such as concussion missiles or proton torpedoes.  Rebel players will, in most cases, be unable to outmaneuver their Imperial counterparts and will rely on their superior durability and weapon complement, as well as teamwork to engage the enemy.  Rebel capital ships are smaller than their Imperial counterparts, with each having diverse strengths due to their construction by various manufacturers.  Rebel Mon Calamari Cruisers are noted for their incredible shield regeneration rates, while Corellian Corvettes are known for their speed.&lt;br /&gt;
&lt;br /&gt;
The following Rebel/New Republic craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/X-wing_starfighter T-65 X-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL_Y-wing_starfighter BTL-A4 Y-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL-A4_LP_%22Longprobe%22 BTL-LP Longprobe Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/RZ-1_A-wing_interceptor RZ-1 A-wing Interceptor]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/A/SF-01_B-wing_starfighter A/SF-01 B-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/E-wing_escort_starfighter E-wing Escort Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/UT-60D_U-wing_starfighter/support_craft UT-60D U-wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Millennium_Falcon Millennium Falcon]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GR-75_medium_transport GR-75 Medium Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CR90_corvette Corellian CR90 Corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/EF76_Nebulon-B_escort_frigate EF76 Nebulon-B Escort Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC30C_frigate MC30 Heavy Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC40a_light_cruiser MC40 Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Liberty_type_Star_Cruiser &#039;&#039;Liberty&#039;&#039;-class Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Home_One_type_Star_Cruiser &#039;&#039;Home One&#039;&#039;-class Star Cruiser]&lt;br /&gt;
&lt;br /&gt;
===Galactic Empire===&lt;br /&gt;
[[Image:NuRTIE03.jpg|thumb|The TIE/ln Starfighter, main fighter of the Galactic Empire]]&lt;br /&gt;
The Galactic Empire&#039;s main strategy for fighters revolves around the concept of numerical advantage.   Imperial TIEs usually lack shields and durability, but have very potent weaponry and great maneuverability to counter this weakness.  Most Imperial fighters also forego any sort of missile secondary weapons and focus entirely on their lasers for offensive armament.  Imperial capital ships are much larger than those of the Rebels, and focus on heavy offensive weaponry and great hull durability.&lt;br /&gt;
&lt;br /&gt;
The following Imperial craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/LN_starfighter T.I.E. Starfighter &amp;amp; TIE/ln Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Reconnaissance_Fighter TIE/rc Recon Fighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/IN_interceptor/Legends TIE/In Interceptor Mark I and Mark II]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sa_bomber TIE/sa Bomber]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Advanced_x1 TIE Advanced x1]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/V38_assault_fighter V38 Assault Fighter]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sh_shuttle TIE/sh Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-class_Xg-1_Star_Wing Xg-1 Star Wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Delta-class_DX-9_stormtrooper_transport DX-9 Stormtrooper Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Lambda-class_T-4a_shuttle Lambda-class T-4a Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Zeta-class_Heavy_Cargo_Shuttle Zeta-class Heavy Cargo Shuttle]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Carrack-class_light_cruiser &#039;&#039;Carrack&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Arquitens-class_light_cruiser &#039;&#039;Arquitens&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Strike-class_medium_cruiser &#039;&#039;Strike&#039;&#039;-class Medium Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Vindicator-class_heavy_cruiser &#039;&#039;Vindicator&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Interdictor_vessel &#039;&#039;Interdictor&#039;&#039;-class Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Imperial_II-class_Star_Destroyer &#039;&#039;Imperator II&#039;&#039;-class Star Destroyer]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Golan_space_defense_platform Golan M-series Dockyard Platforms]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Shield_Gate Golan M-3185 Shield Gate Station]&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
There are multiple factions in the Star Wars galaxy which use many craft that are not produced for the Galactic Empire or the Rebel Alliance.  These craft vary in characteristics and are used throughout the galaxy in various roles. &lt;br /&gt;
&lt;br /&gt;
The following Neutral craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Z-95_Headhunter Z-95 Headhunter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CloakShape_fighter/Legends Cloakshape Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/N-1_starfighter N-1 Naboo Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-3_Nimbus-class_V-wing_starfighter Alpha-3 Nimbus-class V-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Aggressive_ReConnaissance-170_starfighter/Legends ARC-170 Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Ugly/Legends Various Uglies]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Firespray-31-class_patrol_and_attack_craft Firespray-31-class Gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Slave_I Slave I]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/YT-1300_light_freighter YT-1300 Light Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BFF-1_bulk_freighter BFF-1 Bulk Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Tug DV-3 Cargo Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Action_VI_transport Action VI Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Transport Rayter-class Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CSS-1_Corellian_Star_Shuttle Star Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/StarSpeeder_1000 Star Speeder]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GAT-12_Skipray_Blastboat GAT-10 Skipray Blastboat]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Consular-class_cruiser_(Charger_c70_retrofit) Corellian Charger C70 Retrofit]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Braha&#039;tok-class_gunship Braha&#039;tok-class gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Marauder-class_corvette Marauder-class corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Dreadnaught-class_heavy_cruiser &#039;&#039;Dreadnaught&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Venator-class_Star_Destroyer &#039;&#039;Venator&#039;&#039;-class Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/XQ_Platform_series XQ1 and XQ2 Stations]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Asteroid_base Asteroid Base Station]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Repair_droid Dockyard Repair Droids]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Satellite/Legends Sensor and Defense Satellites]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Space_mine Space Mines]&lt;br /&gt;
&lt;br /&gt;
==Missions and Campaigns==&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; comes with a high level of single-player content.  These include multiple campaigns, standalone missions, and the ability to create missions using the FSO mission editor FRED2.  Multiplayer servers are also maintained and available to play on with friends. &lt;br /&gt;
&lt;br /&gt;
The first three campaigns narrate three interconnected stories set at the beginning of the Galactic Civil War.  Each of these three campaigns consists of about 5 missions, thus designers put high emphasis on quality mission design and high replayability.  The player&#039;s performance throughout the campaign will affect how later missions play out.  For example, the Alliance campaign will pit a ragtag Rebel task force against a dreaded &#039;&#039;Imperial&#039;&#039;-class Star Destroyer in the early stages of the Rebellion, and the player&#039;s performance throughout the campaign has a major impact on this encounter&#039;s difficulty.  The best possible outcome is hard to achieve, thus a number of playthroughs will be required.&lt;br /&gt;
&lt;br /&gt;
Players receive different types of training in different campaigns.  The Alliance mini-campaign starts with a basic training mission that teaches the basics to new players along with gameplay features that are unique to &#039;&#039;Fate of the Galaxy&#039;&#039;&#039;.  The Imperial mini-campaign starts with an advanced training.&lt;br /&gt;
&lt;br /&gt;
Standalone missions are also included in the first release.  Many of them are serious, story-driven missions, but there will also be arcade-like &amp;quot;challenge&amp;quot; missions in which the player must accomplish a wide variety of objectives, such as surviving two minutes within a &#039;&#039;Strike&#039;&#039;-class cruiser&#039;s firing range.  There will also be a Practice Zone mission, where the player can test flying any of the small craft and actively spawn in any craft in the mission as a hostile or friendly to practice combat.&lt;br /&gt;
&lt;br /&gt;
Three additional campaigns are being worked on and will be available when the game is released to the public, but specific details remain under embargo until public launch.  This large component is code-named Project Alderaan.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
[[Image:Ewingmaps.jpg|thumb|The progression of model work shown on an E-wing Starfighter, from Model (Right) to Normal Maps (Center) and Diffuse Texture (Left).   Note that this model will not be used.]]&lt;br /&gt;
Fate of the Galaxy picks up after a number of previous attempts to create a &#039;&#039;Star Wars&#039;&#039; mod for FreeSpace.  For several years the &amp;quot;Star Wars Conversion Project&amp;quot; was worked on by various teams and developers, but without any releases.  &lt;br /&gt;
&lt;br /&gt;
In early 2007, chief1983 took over as project leader, and began to assemble a new team of developers.   Choosing the name &#039;&#039;Fate of the Galaxy&#039;&#039;, the initial team consisted of chief1983, Brand-X as a modeler and Turambar as a texturer.  The initial plan put forward was to use the models and textures that had been completed by previous teams.  Soon after the reformation of the mod team, however, it was decided that all new art assets were needed to compete with the high graphical standards of the newer models, and all previously completed ships were discarded.&lt;br /&gt;
&lt;br /&gt;
Work continued on ship models and textures through the next year and a half, as new staff members were added to the development team.   In May of 2008, work began on implementing the new ship models into the game and work began on redesigning the feel and pace of the FreeSpace 2 Open engine.   Work still continued on the models needed for a campaign and demo release.  &lt;br /&gt;
&lt;br /&gt;
In early January of 2009, Brand-X experienced a hard drive failure which destroyed all previous models of his, setting the team&#039;s art department back significantly.   Since then, work has progressed on recreating these models to even higher quality standards.&lt;br /&gt;
&lt;br /&gt;
On June 4th, 2009, the first in-game screenshot of the X-wing starfighter was made public at the [http://www.moddb.com/games/fate-of-the-galaxy/images/x-wing-in-game-shots2#imagebox ModDB site] and at the official FotG [https://www.hard-light.net/forums/index.php?board=143.0 forums].  The first three campaigns, which are set at the beginning of the Galactic Civil War, were eventually completed, and worked then moved to standalone missions and three additional campaigns code-named Project Alderaan. &lt;br /&gt;
&lt;br /&gt;
In December of 2018 the team began the first phases of private beta testing. In June of 2022, the private beta tests were stated as nearly concluded.&lt;br /&gt;
&lt;br /&gt;
In May of 2019 the [https://www.youtube.com/watch?v=ler20EdjAfs&amp;amp;list=LLW8-wdcPLv0eT913KIi9_mw&amp;amp;index=2&amp;amp;t=0s teaser trailer] was posted.&lt;br /&gt;
&lt;br /&gt;
Throughout 2020-2022 developmental showcases have consisted of forum updates and gameplay streams on Discord.&lt;br /&gt;
&lt;br /&gt;
In June of 2022, multiplayer was confirmed to be working well, and standalone servers were created. &lt;br /&gt;
&lt;br /&gt;
From 2023-2024, the game underwent extensive balance and optimization testing in preparation for the public release. &lt;br /&gt;
&lt;br /&gt;
For the duration of 2025, additional polishing passes were conducted and continue to be refined. &lt;br /&gt;
&lt;br /&gt;
===Newsletter===&lt;br /&gt;
Newsletters are posted on a quarterly basis on the [https://www.hard-light.net/forums/index.php?board=143.0 Fate of the Galaxy Forums].  Also, the majority of the unofficial development chatter occurs on the Fate of the Galaxy Discord channel [https://discord.gg/k7ZMdmt].&lt;br /&gt;
&lt;br /&gt;
The most recent [https://www.hard-light.net/forums/index.php?topic=99253.0] was released in May 2024.  This update highlights new ship additions, MainHall updates, many other enhancements, and numerous fixes and minor updates.&lt;br /&gt;
&lt;br /&gt;
For reference, the [http://www.hard-light.net/forums/index.php/topic,54217.0.html first newsletter] was posted on June 1st, 2008.&lt;br /&gt;
&lt;br /&gt;
===First Release===&lt;br /&gt;
The first open beta of &#039;&#039;Fate of the Galaxy&#039;&#039; was originally planned to be released sometime late-2008 or early 2009.   However, with the art setback, the release has been pushed back.  Subsequent additions and developments then lead the team to decide to release the game as a more polished 1.0 version.  A date has not been decided yet, but the first three campaigns are done and relatively independent compared to the larger subsequent 3 campaigns.&lt;br /&gt;
&lt;br /&gt;
Recent years have shown considerable progress on the project, including a release of a private beta and addition of multiple ships and integrating new features that were recently added to the FSO engine (such as deferred and shadow lighting for cockpits, optimizations, and advanced scripting controls). &lt;br /&gt;
&lt;br /&gt;
In the most recent communications on Discord, co-community manager wookieejedi posted: &amp;quot;&#039;&#039;We are getting extremely close to releasing FotG publicly--one of the largest remaining milestones is having FSO release 25.0 stable (which is ideally not far away). We simply can’t wait to share the game with you all once those milestones are completed.&#039;&#039;&amp;quot; (May 4th, 2025)&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===Ship Lab shots===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Bwing.jpg&lt;br /&gt;
Image:Falcon2.jpg&lt;br /&gt;
Image:Xwing.jpg&lt;br /&gt;
Image:Ywing2.jpg&lt;br /&gt;
Image:Z95.jpg |&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Renders===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:FalconWallpaper.png&lt;br /&gt;
Image:TBrender.png&lt;br /&gt;
Image:TransportFinal.jpg&lt;br /&gt;
Image:Wallpaper.1-1280.png&lt;br /&gt;
Image:Wallpaper.2-1280.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[http://swc.hard-light.net/ Official Website]&lt;br /&gt;
*[https://discord.gg/k7ZMdmt Fate of the Galaxy Discord Server]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?board=143.0 Official Forum]&lt;br /&gt;
*[https://www.moddb.com/games/fate-of-the-galaxy Fate of the Galaxy on ModDB]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=67008</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=67008"/>
		<updated>2025-10-15T20:47:22Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add new target bomb or bomber options&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-10|642111676012bc6696f4024c40296a6c20b3b958}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;game_settings.tbl&#039;&#039;&#039;, also known as mod.tbl, defines options that can be changed globally.  All settings are optional.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl#$Target_Version:|target version]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table220|&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Turret_Collisions:|Fixed Turret Collisions]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Missile_Detonation:|Fixed Missile Detonation]]&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Damage_All_Object_Types_Once:|Shockwaves Damage All Object Types Once]]&lt;br /&gt;
*[[game_settings.tbl#$AI_use_framerate_independent_turning:|AI use framerate independent turning]]&lt;br /&gt;
*[[game_settings.tbl#$Use_host_orientation_for_set-camera-facing:|Use host orientation for set-camera-facing]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table230|&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Inherit_Parent_Weapon_Damage_Type:|Shockwaves Inherit Parent Weapon Damage Type]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Chaining_To_Repeating_Events:|Fixed Chaining To Repeating Events]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*[[game_settings.tbl#$Calculate_subsystem_hitpoints_after_parsing:|Calculate subsystem hitpoints after parsing]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GAME SETTINGS==&lt;br /&gt;
Contains settings that affect how the engine works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Version:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Specifies the minimum version of FreeSpace Open that this mod supports. If the version specified here is greater than the version of the current build, an error message is displayed.&lt;br /&gt;
}}&lt;br /&gt;
{{Table381|&lt;br /&gt;
The $Minimum version option has been renamed to $Target Version. The old name is kept with the same functionality for backwards-compatibility.&lt;br /&gt;
&lt;br /&gt;
The target version specifies what version of the FSO engine this mod was created for. It will be used by the engine to enable or disable backwards-incompatible changes by default. The default value is 2.0 which specifies that the mod targets the retail engine version.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Major:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the major component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Minor:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the minor component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;7&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Build:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the build component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Revision:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any).&lt;br /&gt;
For nightly builds this is the date in YYYYMMDD format.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;20151121&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window title:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the name of the FSO window when this mod is running. If blank or unspecified, the window will have the default title of &amp;quot;FreeSpace 2&amp;quot;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window icon:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the icon filename of the FSO window when this mod is running. If blank or unspecified, the window will have the default icon.&lt;br /&gt;
&lt;br /&gt;
The icon should be in data/maps or data/interface, and can apparently be any single-frame image format supported by FSO. The default icon is .png.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Mod title:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the title of the mod and will be displayed at the mainhall near the FSO version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod title on its own.  Previously, the mod version was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod version:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the version of the mod and will be displayed at the mainhall near the FSO version. Can be a string or it can be semantic versioning such as 2.0.0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod version on its own.  Previously, the mod title was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unicode mode:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Enabled the Unicode text mode for this mod. In Unicode mode all text is assumed to be UTF-8 encoded Unicode and certain features are disabled if they do not have full Unicode support. Most notably, if this is enabled then the engine will no longer support the old bitmap fonts that were used by Retail FreeSpace. Only the newer TrueType fonts will be supported.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash screens:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Defines a list of splash screens that FSO can display upon game startup. The actual image displayed is chosen at random from the applicable entries. Entries with exact aspect ratio matches will be prioritized first, followed by aspect ratio ranged matches, followed by entries without an aspect ratio specified.}}&lt;br /&gt;
&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The name of the bitmap to use as a splash screen. Extension will be removed if included.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Bitmap: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio matches the specified number within +/- 0.01.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Min:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at least the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Min: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Max:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at most the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Max: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade in time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade in.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade out time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Center splash logo:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets whether the splash logo will be displayed in the middle of the screen.  If this is false (the default), it will be displayed at the top-left.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable FSO Internal Loadout Restoration System:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
When the player configures the ships and weapons of the wings in the loadout screen, FSO will remember these settings and attempt to apply them again if the player quits the mission and comes back to it later.  FSO will only remember the most recent mission&#039;s loadout, so it will not attempt to restore the loadout if the player loads a different mission.  It will also not attempt this if the mission&#039;s &#039;&#039;$Modified:&#039;&#039; date has changed.  This flag can be used to prevent FSO from attempting restoration even if it normally would.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==#LOCALIZATION SETTINGS==&lt;br /&gt;
Contains various settings related to localization and language support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use tabled strings for the default language:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Causes the game to use the text in strings.tbl and tstrings.tbl even when the current language is English.  By default, the game will use the literal text in the source code and the data files (tables and missions) and will not look up the entry when the language is English.  For other languages, the translation is always used, if it exists, regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t pre-empt training message voice:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Prevents training messages from being interrupted by other training messages.  If a training message has a voice file associated with it, or simulated speech is active, the next message will not be played until the current message has finished.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
This group contains various Campaign related settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Ignored Campaign File Names===&lt;br /&gt;
Defines which campaigns, if present, will not appear in the Campaign Room. In the original implementation, only single-player campaigns could be ignored and file extensions were required, but see below.&lt;br /&gt;
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}&lt;br /&gt;
{{Table382|As of 3.8.2, file name comparisons are not case sensitive and multiplayer campaigns can be ignored.}}&lt;br /&gt;
====$Campaign File Name:====&lt;br /&gt;
File name of the campaign to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===#Ignored Mission File Names===&lt;br /&gt;
{{Table382|Defines which standalone missions, if present, will not appear in the Tech Room or Multiplayer Lobby.  Both single-player and multiplayer missions can be ignored, but missions which appear in a campaign cannot.  File extensions are not required and, if present, are removed by the code.  File name comparisons are not case sensitive.&lt;br /&gt;
====$Mission File Name:====&lt;br /&gt;
File name of the mission to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Red-alert applies to delayed ships:===&lt;br /&gt;
{{Table372|Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#HUD SETTINGS==&lt;br /&gt;
This group contains various HUD behavior settings and overrides&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 0 ms&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene camera displays HUD:===&lt;br /&gt;
Show the HUD when the cutscene camera is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Full color head animations:===&lt;br /&gt;
Enables full-color head ANIs. Normal head ANIs will appear in gray.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t automatically select a turret when targeting a ship:===&lt;br /&gt;
{{Table220|Uses FS1 behavior where targeting a new ship did not target any turrets.  In FS2 a turret is automatically targeted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supernova hits at zero:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Adjusts the HUD timer so that the timer reaches zero when the supernova hits the player.  The actual timing is not affected -- whether the flag is enabled or not, the supernova will always hit the player when 5 seconds remain in the time specified in the sexp.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always warn player about unbound keys used in Directives Gauge:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Ensures that the &amp;quot;Key Unbound&amp;quot; message will pop up for a directive with an unbound key in any single-player mission, not just a training mission. Note, that the default string (index 426) will still say &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with training.&amp;quot; Thus, it is advised to change the string at index 426 using the -lcl.tbm to &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with this mission.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD drop shadows enabled by default:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If this flag is active, certain elements displayed on the HUD (all text, the main targeting reticle, and the background of the ETS gauges) will have a &amp;quot;drop shadow&amp;quot; effect.  Note that whether or not the flag is active, the player can set this using the &amp;quot;Toggle HUD Drop Shadows&amp;quot; control.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify scanning behavior:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Unifies scanning behavior between subsystem, regular, and cargo allowing missions to use all scan types in all situations.&lt;br /&gt;
*Also allows changing the &amp;quot;Cargo:&amp;quot; text line in a mission by adding &amp;quot;$Cargo Title: STRING&amp;quot; after the &amp;quot;$Cargo 1:&amp;quot; or &amp;quot;$Cargo 2:&amp;quot; lines in the mission file. FRED UI support not yet added for $Cargo Title so you have to do it manually.&lt;br /&gt;
*When this flag is enabled, all ships, no matter the ship class, will react the same way to the cargo-related or scanning-related ship flags:&lt;br /&gt;
**They are not scannable by default&lt;br /&gt;
**Setting the &amp;quot;scannable&amp;quot; flag makes them scannable, and scanning the subsystem will reveal the cargo&lt;br /&gt;
**A new flag available with alter-ship-flag, &amp;quot;no-scanned-cargo&amp;quot;, changes the behavior to scanned/unscanned instead of revealing the cargo&lt;br /&gt;
**The &amp;quot;toggle-subsystem-scanning&amp;quot; flag must be set to swap full-ship scanning mode into subsystem scanning mode and works for all ship types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t show callsigns in the escort list:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
By default, callsigns are shown in the escort list using the same format as in the target box.  If this flag is active, callsigns will not be displayed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
This group contains SEXP settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this allows all events in a chain to repeat, instead of only the last one.  It makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Chaining To Repeating Events:===&lt;br /&gt;
{{Table230|When set, this makes event chaining to repeated events work as designed - that is, the chained event will only be evaluated after the chain delay.  If the repeating event&#039;s interval is shorter than the chain delay, then the delay countdown will continually be restarted until all repetitions have completed.  Without this flag, FSO will emulate retail behavior which, due to a bug, allowed chained events to be evaluated immediately after a repeating event is first evaluated.&lt;br /&gt;
&lt;br /&gt;
NOTE: Although the name does not reflect it, the same issue affects repeating events that are evaluated by &amp;lt;tt&amp;gt;is-event-true-delay&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;is-event-false-delay&amp;lt;/tt&amp;gt;.  Without this flag, FSO will emulate retail behavior which causes these SEXP operators to ignore any delay when evaluating repeated events.  With this flag, the delay will be measured from when the final repeat iteration occurs.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Use host orientation for set-camera-facing:===&lt;br /&gt;
{{Table220|When set, this will take into account the host orientation for cutscene cameras.  This is a bugfix for [https://github.com/scp-fs2open/fs2open.github.com/issues/3889 GitHub issue #3889].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle uses pixels:===&lt;br /&gt;
{{Table222|When set, SEXPs which display subtitles will read their arguments as pixels, not percentages.  If &amp;lt;code&amp;gt;$Show-subtitle base resolution:&amp;lt;/code&amp;gt; is set, these pixels will be scaled up or down as needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle base resolution:===&lt;br /&gt;
{{Table222|When set, subtitles are assumed to display at the appropriate size in the specified resolution, and will be scaled up or down if the current screen resolution is different.  If this is not set, or is set to a resolution less than (640, 480), subtitles will not be scaled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD-set-coords base resolution:===&lt;br /&gt;
{{Table232|The hud-set-coords SEXP has always used exact pixels, without regard for the current screen resolution.  This setting enables a similar scaling mechanism as &#039;&#039;$Show-subtitle base resolution:&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$$Always Show Directive Value Count:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If this setting is enabled, Directive-as-Value values in Directives will always show the number. By default this is disabled, and only values &amp;gt; 1 are shown. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
This group contains settings related to graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; (0-3)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (very high)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Briefing Window FOV:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375; some previous versions of FSO used a value of 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (0.0 to 1.0)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.29375&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Generic Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of the pain red flash when the player is hit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of a pain flash when the player&#039;s shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the intensity of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Color:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the RGB color value of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: Color, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(255, 255, 127)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$BMPMAN Slot Limit:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Determines the maximum number of textures that can be loaded simultaneously. This includes every frame of an animation, unless that animation is streaming (e.g. command briefing animations, message talking heads, etc). Also includes dynamically-created textures (used internally for various functions).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Int&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 3500&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;4750&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 10)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the EMP lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (255, 255, 10)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the damage lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the damage lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Requires Rendering Feature:===&lt;br /&gt;
{{Table210|Needs description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Render player muzzle flashes in cockpit:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether muzzle flashes will be shown within the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which glowpoints are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shield effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which thruster flares are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether beam weapons will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which beam effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 4.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a beam effect affects its visibility. This is multiplied by the radius of the beam and added to the above for the final value. This results in larger beams being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether lasers, missiles, countermeasures, etc will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Weapon visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which laser-type weapons are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.3}}&lt;br /&gt;
&lt;br /&gt;
====+$Trail visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which trails (weapon and ship contrails) are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Shockwave visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shockwave effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 2.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Particles affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether particle effects, including impact effects, will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which particle effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a particle effect affects its visibility. This is multiplied by the radius of the particle and added to the above for the final value. This results in larger particles being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fireballs affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether fireballs from ship explosions will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which fireballs are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a fireball affects its visibility. This is multiplied by the radius of the fireball and added to the above for the final value. This results in larger fireballs being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Quality Default:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the default level for shadow quality if the &#039;enable_shadows&#039; command line is used and &#039;shadow_quality&#039; is not used. By default, the FSO will set the shadow detail level to 2. Valid values are 0 (shadows disabled), 1 (Low, 512x512 shadow map), 2 (Medium, 1024x1024 shadow map), 3 (High, 2048x2048 shadow map), or 4 (Ultra, 4096x4096). Note, the command line &#039;shadow_quality&#039; will override any value set here.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the game scene uses. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(200.0, 600.0, 2500.0, 8000.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances Cockpit:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the cockpit pass scene uses. Will only shadow the cockpit model, and does not interact with the external game scene shadow map. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(0.25, 0.75, 1.5, 3.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Techroom:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the techroom.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Cockpit:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on the player cockpit in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Weapons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on weapons in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Ships:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship Casts Shadow:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When cockpit shadows are enabled, enabling this setting will cause the players ship model shown with &amp;quot;show ship&amp;quot; to cast shadow onto the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Model And Cockpit Share Coordinate Space:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When having the &amp;quot;show ship&amp;quot; flag enabled and cockpit models for a ship, this flag should be on if the cockpits can fit into the actual geometry of the ship model. Disable this flag if this is not the case and the cockpit needs to be rendered on top of the ship regardless of actual coordinates. If this can be enabled, the external show ship model can be rendered using deferred rendering.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship enabled only if Cockpits enabled:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Enabling this setting will only use the &#039;show-ship&#039; flag if cockpits are enabled. Useful if your ship uses both &#039;show-ship&#039; and cockpits that exist within the &#039;show-ship&#039; space, and you want to allow players to toggle off cockpits. Note, &#039;show-ship&#039; always only appears if in first-person view. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Thrusters:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Thrusters:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Beams:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that beams will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Muzzle Flashes:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that muzzle flashes will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Trails:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that trails will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Lasers:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that lasers will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Length:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest length that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Radius:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest radius that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Easing Value:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Smooths out the behavior of maneuvering thruster flares the higher above 0 it is.&lt;br /&gt;
*This is the exponential time constant for the visual flare length to reach it&#039;s true length.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SCPUI attempts to load hires animations:===&lt;br /&gt;
{{Table230| &lt;br /&gt;
*Prevents SCPUI from trying to load anims prefixed with &amp;quot;2_&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: true}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table230| &lt;br /&gt;
===$Max draw distance:===&lt;br /&gt;
===$Min draw distance:===&lt;br /&gt;
*These values do more than just cutoff the visuals at certain distances, and they must be adjusted carefully to ensure unintentional rendering artifacts are not introduced.&lt;br /&gt;
*The rendering engine has limited amount of &#039;depth resolution&#039;, the degree to which it can tell a certain polygon is closer or farther away than another. When two polygons are too close, they will Z-fight, picking arbitrarily which is closer. It is the span between the min and max draw distance that determines how well the engine can determine depth, if they are too far from one another, the Z-fighting will become more common as it has to spread its resolution over a wider range. If they are close, Z-fighting will be lessened at the cost of a smaller range of distance able to be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*Default Values: 10,000,000,000 and 1, respectively&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table232| &lt;br /&gt;
===$Randomize particle rotation:===&lt;br /&gt;
*Particle bitmaps are typically screen-aligned; the upper portion of the bitmap will always be mapped to the upper portion of the particle, from the point of view of the camera. Enabling this option makes &#039;&#039;all&#039;&#039; particles have a random &#039;tilt&#039; in an arbitrary direction when created.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable shield effects:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies if FSO attempts to use the shield mesh impact effects. Enabling this flag will prevent the game from preforming any shield mesh effect code, which can be useful if a mod does not use those shield mesh effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable all non-custom generic debris:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Provides one simple control to turn off all non-custom generic debris (the tiny debris shards that are typically spawned when a ship/subsystem explodes). Note, generic debris that is manually specified in the ships table will still be spawned, this is only for turning off non-custom debris. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
==#NETWORK SETTINGS==&lt;br /&gt;
This group contains network-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2NetD port:===&lt;br /&gt;
*(description required)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default object update level for multiplayer:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the distances default object update rate  for multiplayer matches. By default, the FSO will set the object update level to 2. Valid values are 0 (Low), 1 (Medium), 2 (High), 3 (LAN). FSO caps the bandwidth it uses based on these settings, but they were designed for connections from 1999. LAN has the least restrictive limits and does not require an actual LAN connection. Also, if a player&#039;s connection is within the dial-up speed range then game auto force the use of the lowest level during a match.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SOUND SETTINGS==&lt;br /&gt;
This group contains sound-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Sound Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default sound fx volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Music Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default music volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.5&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Voice Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default voice volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use weapon class impact sounds for hits to player:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows weapons that hit the player to play their specific impact sounds, not the hard-coded default sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Play thruster sounds for the player:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If the player&#039;s ship has thruster sounds defined, this will ensure they are played like normal, since they are typically suppressed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify minimum engine sound:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Allows $Minimum Engine Volume in ships.tbl to work for all ship classes. By default, that value only triggers for non-huge ships. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Disabled or disrupted engines are silent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
If set, engines will not play their engine noise if the ship is disabled or a disrupted (such as disruptions caused by an active EMP effect or a weapon with the &amp;quot;electronics&amp;quot; flag).  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#FRED SETTINGS==&lt;br /&gt;
This group contains settings for FRED. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable Hard Coded Message Head Ani Files:===&lt;br /&gt;
{{table371|&lt;br /&gt;
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Add Message Head Ani Files:===&lt;br /&gt;
{{table224|&lt;br /&gt;
FRED will append each +Head entry listed below to the head ani selection list in the Event Editor.}}&lt;br /&gt;
&lt;br /&gt;
====+Head:====&lt;br /&gt;
{{table224|&lt;br /&gt;
The head ani filename to add. Extensions will be stripped if included.&lt;br /&gt;
NOTE: Pay attention to file names or anis with a,b, c variation not display in-game (unless called directly). Proper name seems to be Head-xxxNa, Head-xxxNb, with N being some number and XXX being whatever you want. Needs further testing and confirmation &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Head: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable scripting in FRED:===&lt;br /&gt;
{{table382|&lt;br /&gt;
If set, scripting will be enabled in FRED. Use with extreme caution. The effects of scripts on FRED have not been fully tested. You can check if a script is running in FRED by using ba.inMissionEditor().&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED Briefing window resolution:===&lt;br /&gt;
{{table224|&lt;br /&gt;
The width and height of the briefing window in FRED. Defaults to 888x371. Note that changing this only affects FRED and can cause a mismatch to the ingame briefing view which defaults to 888x371 (or 555x232 for 640 base res).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;integer, integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;888,371&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ignore Music Files In Music Player:===&lt;br /&gt;
{{table232|Music files in this section will not be added to FRED&#039;s built-in music player.}}&lt;br /&gt;
====+File:====&lt;br /&gt;
{{table232|Specifies a file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;string&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED spacemouse nonlinearities:===&lt;br /&gt;
{{table232|&lt;br /&gt;
Allows setting custom nonlinearities and scaling for controlling FRED with a spacemouse.&lt;br /&gt;
}}&lt;br /&gt;
====+Sideways exponent:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The exponent for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Sideways scale:====&lt;br /&gt;
{{table232|The multiplier for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch exponent:====&lt;br /&gt;
{{table232|The exponent for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch scale:====&lt;br /&gt;
{{table232|The multiplier for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank exponent:====&lt;br /&gt;
{{table232|The exponent for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank scale:====&lt;br /&gt;
{{table232|The multiplier for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading exponent:====&lt;br /&gt;
{{table232|The exponent for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading scale:====&lt;br /&gt;
{{table232|The multiplier for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Skybox internal depth consistency:===&lt;br /&gt;
{{table250|If enabled, this will allow skyboxes that use submodels to render the submodels with proper Z-sorting if the &#039;No Z-Buffer&#039; check box is set to on in FRED. In other words, parts of the skybox closer to the origin point will render in front of sections further away, as might be expected. This flag is enabled by default for FSO version 25.0 onwards&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;YES&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
This group contains miscellaneous settings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret&#039;s barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Missile Detonation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*When this flag is set, missiles which reach the center of a submodel will not detonate immediately; they will delay detonation until they have traveled another radius of the submodel.  This fixes missile impacts to submodels whose center lies outside the geometry of the submodel.  In other words, without this flag, a missile might detonate in the middle of the &amp;quot;bowl&amp;quot; of a concave submodel; with this flag, the missile will travel to the other side of the submodel before it detonates.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the 3d ship select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ships in ship/weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapon select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the 3d weapon select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapons in weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d overhead ship:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship overhead view instead of a bitmap in weapon select&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default overhead ship style:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*This specifies which style of overhead view to use if 3d overhead view is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;ROTATE&amp;quot; or &amp;quot;TOPVIEW&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always refresh selected weapon when viewing loadout:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*When set to true, this always refreshes the weapon shown in view box on the right side of the screen when opening the weapon loadout view. This ensures the viewed weapon is one that can actually be on the selected ship when first clicking on the weapon loadout screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents&#039; collision group setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flight controls follow eyepoint orientation:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that if the player ship&#039;s eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams Use Damage Factors:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default fiction viewer UI:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies which fiction viewer layout to use in missions that don&#039;t specify one. Possible values are as follows:&lt;br /&gt;
**&amp;quot;FS2&amp;quot;: Standard layout. Requires (2_)fictionviewer and (2_)fictionviewer-m to be present in data\interface.&lt;br /&gt;
**&amp;quot;WCS&amp;quot;: Moves the &amp;quot;Accept&amp;quot; button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.&lt;br /&gt;
**&amp;quot;auto&amp;quot;: Selects &amp;quot;WCS&amp;quot; if the appropriate files are present; otherwise, selects &amp;quot;FS2&amp;quot;. This is the default setting.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Movie subtitle font:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Specifies which font should be used for displaying subtitles in the cutscene player. This should be the name given to this font in the fonts table. Since movie subtitles can contain Unicode text it is a good idea to enable Unicode mode when movie subtitles are used but this is not enforced by this option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable built-in translations:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Turns off hard-coded translations, e.g. Transport -&amp;gt; Transporter in German.  All strings will either use their XSTR entry or else not be translated.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon shockwave damage respects huge ship flags:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Controls whether weapon shockwaves will respect the huge/supercap ship flags.  In retail they do not.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable external default scripts:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Enables the loading of external scripts with the same name as a built-in script. Otherwise, uses the version of the script included in the executable (currently, just cfile_require.lua).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines the speed the player must reach to warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;40.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target warpout match percent:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines how close to the warpout speed the player needs to be to actually warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.05&#039;&#039;&#039;&#039;&#039; (5%)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum player warpout time:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*The [[Ships.tbl#.24Warpout_Engage_Time:|default amount of time]], in seconds, warping out will take before actually starting to check whether the player is the right speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable in-game options:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Mode whereby various settings can be modified by FSO while it&#039;s still running, rather than being set by the launcher before execution. By default is now ON, and can be accessed by going to the Options menu and pressing F3. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;YES&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Shockwave Default Multiplier:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Amount of damage, as a multiple of normal shockwave damage, assigned to a weapon&#039;s [[Weapons.tbl#.24Dinky shockwave:|dinky shockwave]] by default. To get the same behavior FSO had from 2005-2019, set this to 0.25.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Always Damage Bombs:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Enables all bombs being damaged by shockwaves. Previously only those marked with flags could be damaged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Damage All Object Types Once:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Keeps any object from being damaged more than once by a shockwave.  The default behavior is for asteroids and flagged missiles to be damaged every frame by the shockwave.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Inherit Parent Weapon Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When enabled, the shockwaves of weapons that have a defined damage type automatically inherit that damage type, rather than dealing &amp;quot;typeless&amp;quot; damage. As this behavior is more intuitive than when this flag is disabled, mods targeting 22.4 or newer versions of FSO will have it enabled by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039; for mods targeting 22.4 or newer versions of FSO, otherwise &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When combined with &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot;, this string is added to the inherited damage type to define the shockwave&#039;s damage type. For example, if a weapon has the damage type &amp;quot;heavy&amp;quot; and the provided suffix is &amp;quot;-shock&amp;quot;, then that weapon&#039;s shockwave&#039;s damage type would default to &amp;quot;heavy-shock&amp;quot;.&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Dinky Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Inherited Shockwave Damage Type Added Suffix:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If a weapon&#039;s shockwave doesn&#039;t have a damage type set, it will have this damage type instead (when &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot; is enabled, this will only be used if the weapon itself also doesn&#039;t have a damage type set).&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Dinky Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Default Shockwave Damage Type:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Engine Wash Intensity:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Allows the game to use the [[ships.tbl#.24Intensity::|Intensity]] value when calculating Engine Wash effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Apply HUD shudder to chase view:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Applies hud shudder (afterburner and engine wash) also to chase view. Does not override the command line toggle. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Swarmers Lead Targets:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes swarm missiles to lead their targets by default, and will make use of [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] if specified, like normal aspect seekers. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Threshold for Weapons Subsystems to Trigger Turret Inaccuracy:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the damage threshold for when turrets become less accurate due to weapon subsystem damage. In other words, how damaged do a ship&#039;s aggregated weapons systems have to be before the turrets become inaccurate? Value must be between 0.0-1.0 (includes 0.0 and 1.0).   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI use framerate independent turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Without this flag, missiles turn rate is directly dependent on the current framerate. When enabled their turn rate will be consistent, with the &amp;quot;true&amp;quot; turning taken to be observed turning at 60fps. This flag also affects ships, but the instability is only apparent at extremely low framerates, and so the change will not be apparent. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+AI respect tabled turn time and rotdamp:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Due to complicated physics issues caused by retail not using the above method, tabled turn times on ships and missiles are not representative of actual observed turn times. The above flag makes it consistent, but this flag will make it accurate to what is actually listed in the table. &lt;br /&gt;
*Additionally, rotdamp is now used properly by the AI in a similar manner to players. More rotdamp will result in slower rotational acceleration, and less results in faster acceleration.&lt;br /&gt;
*NOTE: BEWARE OF ADDING THIS FLAG TO AN EXISTING MODPACK. NEARLY EVERY SINGLE TURN TIME WILL NEED TO BE CHANGED.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player starts in third person/chase view by default:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*When this flag is set, a player will start the mission in the chase view, not in the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Custom briefing icons always override standard icons:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Custom ship briefing icons will always be shown when the briefing icon is a ship, but not when it is a non-ship icon such as a planet.  Set this flag to use custom briefing icons in all cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lead indicator behavior:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Changes how Lead Indicators behave when multiple weapon banks are linked and in range.&lt;br /&gt;
When set to default, if you have linked weapons, only the indicator for the one with the farthest range will be drawn.&lt;br /&gt;
When set to multiple, a lead indicator is drawn for all primary weapons in range when you have them linked.&lt;br /&gt;
When set to average, a single lead indicator is drawn in the average of the position where each of them would usually be drawn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** Valid options are &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;multiple&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;average&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use distant firepoint for all turrets:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the game to use firepoint-based target leading calculations for all turrets. This is useful if all or most turrets in a given mod has firepoints that are distant from their center-point.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable discord rich presence:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Enables or disables the built-in Discord game-status reporting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always hide hidden ships in hotkey list:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to always hide ships with HIDDEN hotkey (set in FRED), even in the in-mission hotkey menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Allow automatically assigning personas:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not the game will automatically assign personas to ships that have no persona set.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures use capacity:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not Countermeasures use tabled capacity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Calculate subsystem hitpoints after parsing:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Causes subsystem hitpoints to be calculated after all ships.tbl and -shp.tbm files have been parsed.  This allows subsystem percentages to correctly reflect the final hull value rather than the first hull value encountered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Fix scripted velocity:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*If this setting is enabled, object velocity set via script will wholly determine the change in position for that frame, ignoring &#039;&#039;all&#039;&#039; other in-engine concerns. Otherwise, the game engine will likely overwrite/ignore any changes, depending on when the changes were made in the frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Preload briefing icon models:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this forces preloading of models used for briefing icons. This only loads models used for icons that haven&#039;t already been loaded for the mission. This is useful for SCPUI&#039;s where hovering over an icon shows the model without having to click on it and the stutter when it loads models not used in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Behavior for pressing Escape key in options menu:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set to &#039;save&#039;, the escape key for the HUD and Options screen saves options when leaving those screens (ie it does the same thing as pressing Ctrl-Enter/Accept). By default (or if set to &#039;default&#039;) the Escape key will not save any changed values when exiting those screens. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Use closest distance method for &#039;Target Hostile Bomb or Bomber&#039; control:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set to true, the &#039;Target Hostile Bomb or Bomber&#039; control will target the closest hostile bomb or bomber, similar to how the &#039;Target Closest Hostile&#039; key works. By default, the &#039;Target Hostile Bomb or Bomber&#039; control will not sort by distance and simply only target in order of oldest to youngest objects (ie which object spawned first in the mission). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;false&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Objects targeted with &#039;Target Hostile Bomb or Bomber&#039; control:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Determines what can be targeted when using the &#039;Target Hostile Bomb or Bomber&#039; control. By default this control targets both bombs and bombers, which is the behavior if this field is set to &#039;default&#039; or &#039;bombs and bombers&#039;. If set to &#039;only bombs&#039;, the key will only target bombs and not target bombers. If set to &#039;only bombers&#039;, the key will only target bombers and not target bombs. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Disable intro cutscene:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this disables loading of any cutscenes as the game starts that might play before the player reaches the pilot select screen. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Show locked status for scramble missions:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, scramble mission will show a text line right below the words &#039;Weapons Loadout&#039; that states &amp;quot;Ships/Weapons Locked&amp;quot; (XSTR 749), thus the player can easily see their loadouts are locked and they do not have to check the loaoout buttons on every mission. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Disable expensive turret target check:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this value speeds up turret target checking. By default, turret target acquisition was spending a lot of time doing a raycast, the result of which was barely used at all. If we don&#039;t need the target normal, all it does is get a target point slightly more accurate, but in practice it really isn&#039;t noticeable at all whether the target point of the turret is actually on the surface of the ship, or maybe on the other side of the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Threshold below which shield skips damage:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO logic dictates that shields collisions and any related sound or visuals related to shields are skipped if the shields are under 10%. This value allows modders to customize the value, though the value must be between 0.0 and 1.0. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #Ignored Campaign File Names&lt;br /&gt;
    $Campaign File Name: FreeSpace2.fc2&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Fix Turret Collisions: True&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=67007</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=67007"/>
		<updated>2025-10-15T20:35:04Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add $max allies rearming threshold:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-12|72a11fd542671e849042a2e8de0f090e5cbdae0d}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ai_profiles.tbl&#039;&#039;&#039; 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;
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the &amp;quot;FS2 RETAIL&amp;quot; AI profile. It&#039;s usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.&lt;br /&gt;
&lt;br /&gt;
{{Table232| This table can also be called &#039;&#039;&#039;mission_profiles.tbl&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
{{Table232| Can also be extended with &#039;&#039;&#039;xxx-msp.tbm&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;reset last_hit_target_time for player hits&#039;&#039;&#039;}}&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;fix ramming stationary targets bug&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;huge turret weapons ignore bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix linked primary weapon decision bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent turrets targeting too distant bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix heat seekers homing on stealth ships bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;allow vertical dodge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai class bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ai guards specific ship in wing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai path order bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;aspect bomb invulnerability fix&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;use actual primary range&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fighters/bombers with no shields can manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;fixed ship-weapon collisions&#039;&#039;&#039;}}&lt;br /&gt;
{{Table220|&lt;br /&gt;
*&#039;&#039;&#039;fighterbay arrivals use carrier orientation&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent negative turret ammo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix keep-safe-distance&#039;&#039;&#039;}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;fix good-rearm-time bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;no continuous turn on attack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;remove-goal properly removes play-dead order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;ships playing dead don&#039;t manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table234|&lt;br /&gt;
*&#039;&#039;&#039;hud squad messages use tactical disarm/disable&#039;&#039;&#039;}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;debris damage respects &#039;big damage&#039; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;force beam turrets to use normal fov&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;guards ignore protected attackers&#039;&#039;&#039;}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;fix avoid-shockwave bugs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;purge player-issued form-on-wing after subsequent order&#039;&#039;&#039;}}&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;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be &#039;&#039;&#039;FS2 Retail&#039;&#039;&#039;, the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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. -1 means no limit.&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;
===$Max Weapon Friendly Fire Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly weapon fire, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Self Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by self-hits, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&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;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Missiles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Note: The alternative spelling &amp;quot;Missles&amp;quot; is also accepted for backwards compatibility reasons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
*This number is also checked when a ship checks for a new target, such as using the goal attack-any. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$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;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the time after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI&#039;s aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&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: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&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;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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 for an AI to hesitate about firing a secondary or homing turret weapon at the player. Values range from 0-6, at 0 they will frequently hesitate, at 6 they will never hesitate.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4&lt;br /&gt;
* Mechanic details: AIs are only allowed to fire homing secondaries or turrets with homing weapons at the player in a limited window of time. The window starts every ten seconds, and lasts (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) 7ths of that ten second cycle. Each ship has it&#039;s own cycle, so their windows are not all synchronized.&lt;br /&gt;
* Example: a value of 1 becomes 2/7ths, so ships can fire homing weapons at the player for roughly 2.85 seconds at a time, then are unable to fire them for 7.15 seconds.&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;
===$free afterburner use:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*If set, the AI will use afterburners in more situations.}}&lt;br /&gt;
&lt;br /&gt;
===$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 1.1 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;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$check communications for non-player ships:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, every ship will have the same communications subsystem restrictions as the player, including minimum strength to send messages and EMP scramble status.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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 *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable player secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, players are not allowed to dual-fire their secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$disable ai secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, AIs are not allowed to dual-fire their secondaries.}}&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;
===$fix ramming stationary targets bug:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, AI ships will try not to crash into stationary targets.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3147 Mantis #3147].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, ships that are on different teams and ships that are outside the player&#039;s squadron will be allowed to send death screams.  Additionally, the game will no longer cap a maximum number of screams per mission.  (This flag originated as a customization of message behavior for the Wing Commander Saga mod.)&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform less checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22fov_edge_checks.22|&amp;quot;fov edge checks&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22target_requires_fov.22|&amp;quot;target requires fov&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Normally, 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 flag to YES to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES; to get rid of retail behavior you would specify NO. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Default: NO.&lt;br /&gt;
* When no, when any secondary encounters any beam it is instantly destroyed regardless of if it is marked as interceptable, has a health value, or any other circumstance that would normally apply to interception by other weapons.&lt;br /&gt;
* When true, damage and health values are respected in these circumstances. Secondaries without hitpoints are still destroyed, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*By default, an aspect seeker that&#039;s been decoyed by a CM just flies straight forward, while a heatseeker in the same position will actively home in on the CM.  This flag makes aspect seekers match heatseeker behavior in this regard.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$support don&#039;t add primaries:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, the support ship will not equip a new primary weapon into an empty bank.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$max allies rearming threshold:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*The maximum allowed number of allies that are allowed to be rearming at the same time. It should be noted that the effect is more noticeable at higher numbers.&lt;br /&gt;
*2 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay arrivals use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships arriving via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they exit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay departures use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships departing via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they enter.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris damage respects &#039;big damage&#039; flag:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Causes damage inflicted by debris to be limited by the &#039;big damage&#039; flag in the same way as damage inflicted by weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t limit change in speed due to physics whack:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the speed change due to physics whacks (collision, shockwave, etc.) is unlimited.  Without this flag, the speed change will be capped at 440 m/s if it exceeds 500 m/s.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$guards ignore protected attackers:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the AI will not guard against ships that have the &amp;quot;protect-ship&amp;quot; flag.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai path mode:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Possible options are &amp;quot;normal&amp;quot; and &amp;quot;alt1&amp;quot;. The alt1 mode differs from the normal behaviour in the following ways:&lt;br /&gt;
**1. No path shortcutting. Normal pathing AI will skip forward along a path to the furthest point it can reach. This is sometimes desirable, but makes it a lot harder to predict how the AI is going to behave at various points along a path. Turning this off also allows us to force the AI to straighten out, by giving it several waypoints in a more-or-less straight line. This is useful for such things as lining up a landing. &lt;br /&gt;
**2. No sliding when following paths. Docking still works, but there is some code that causes the AI to lose its mind if it just misses a point: it turns towards the point in big, looping circles. This is apparently caused by passing a slide_vec value into ai_turn_towards_vector, which doesn&#039;t even seem to do what you&#039;d expect it to do. Passing a null value instead turns off the stupid. (The behavior is fixed in alt1).&lt;br /&gt;
**3. Momentum taken into account when following paths. Path points will trigger sooner, proportional to the ship&#039;s speed and momentum. This prevents the AI from massively overshooting a waypoint, especially with high-damp ships.&lt;br /&gt;
**4. AI tries to follow the line between waypoints. Instead of just pointing at the next waypoint, the AI will fly a bit towards the line. This helps keep the AI actually on the path it claims to be following. See picture:[[Image:Altpaths.png]]&lt;br /&gt;
Blue is what happens with regular pathing. Red is the modified pathing: as you can see, it actively moves back towards the line.&lt;br /&gt;
**5. AI will respect &amp;quot;cap-waypoint-speed&amp;quot; when following paths (such as when docking or departing via bay).}}&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$default ship select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$strict turret-tagged-only targeting:===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*When set, newer turret-tagged-only behavior will be enabled.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3114 Mantis #3114].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$aspect bomb invulnerability fix:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs.  Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$glide decay requires thrust:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, gliding ships will maintain their current speed without decay as long as they aren&#039;t actively thrusting.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai can slow down when attacking big ships:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*When set, fighters attacking big ships will slow down depending on how long they&#039;ve been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it&#039;s been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use actual primary range:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$override radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, this value overrides the default distance for determining if a ship had reached a point in a model subsystem path. Useful to allow ships with high damp values to navigate subsystem paths when attacking a subsystem. Must be greater than or equal to 1. If &#039;&#039;&#039;&#039;&#039;$use POF radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set than this override value will only be used if the point in the subsystem path is less than 1 or invalid. &lt;br /&gt;
*5 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use POF radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, the distance for determining if a ship had reached a point in a model subsystem path will be the radius of that path point, not the default distance of 5.  &lt;br /&gt;
*Off by default. If this is set to YES and &#039;&#039;&#039;&#039;&#039;&#039;$override radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set to greater than or equal to 1, then the path point radius will be used. If the path point radius cannot be found or is less than 1 then override radius will be used if it is set to greater than or equal to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$lead indicator second-order prediction factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*This is a 0 to 1 multiplier of a factor to adjust the lead indicator to take into account a ship&#039;s rotational velocity as well as its velocity. This will directly affect autoaim, making it more accurate for turning enemies.&lt;br /&gt;
*This &#039;&#039;will&#039;&#039; make the lead indicator slightly jitterier in general, and does not properly take into account gliding. It is recommended to adjust the value to fit your situation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$no directional bias for missile and ship turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When enabled, this will cause ships and missiles to take direct turning paths to point at their target. This does not directly affect their turning time, but in many situations will result in more efficient paths and a better time-to-target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$respect ship axial turnrate differences:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will use the average of their pitch and heading turn times for their turn time on all axes. If this is enabled the ship will actually use the tabled values for each axis.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;&#039;&#039;:The AI will &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; take this into account when turning, it will always turn directly towards its target, even if it could bank and use a faster axis instead. Use this flag carefully, and make sure that their your ships have exactly the turn times you want for each axis.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$any ship with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on any ship to manage ETS for weapons and engines even if they do not have shields set to on. Do note that in Vanilla FS2, some capital ships can go much faster with this enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighters/bombers with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on fighters and bombers to manage ETS for weapons and engines even if they do have shields set to on.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ships playing dead don&#039;t manage ETS:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Prevents ships from managing their ETS is they are currently playing dead.  Managing ETS could lead to unexpected speed changes in ship-maneuver.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better combat collision avoidance for fightercraft:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while fighting, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance for fightercraft includes target:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance to include the target ship it might be attacking. Enabling this can help reduce collisions when attacking if ship speeds in your mod are higher than retail.   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better guard collision avoidance for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while guarding, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat guard avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better guarding collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===$firing requires exact los:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause turrets and AI weapons to only fire if they have a clear line of sight from their firing point to their target&#039;s ship&#039;s center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$exact los minimum detection radius:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*The minimum radius of objects that are considered for line-of-sight when using the &#039;&#039;$firing requires exact los:&#039;&#039; flag.  The default is 10.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved missile avoidance for fightercraft:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fighters/bombers will be much more effective at dodging missiles in general. Of note is that AI do not normally care about countermeasure effect range before dropping them (only distance less than 200m), with this flag, they will only drop them if within countermeasure range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI profile countermeasure chance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class profile countermeasure firing chance. By default Friendly ships always use the second value in &#039;&#039;&#039;$AI Countermeasure Firing Chance:&#039;&#039;&#039; from default AI profile. The older name of &amp;quot;$friendly ships use AI profile countermeasure chance:&amp;quot; also enables this flag. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved subsystem attack pathing:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fightercraft will use a somewhat more efficient and faster subsystem attack pathing method.&lt;br /&gt;
*Notably, this method &#039;&#039;does not&#039;&#039; use the path system. Using this flag, aside from docking and fighter bay paths, &#039;&#039;all other&#039;&#039; paths will be ignored and are no longer necessary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fixed ship-weapon collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Fixes an error in ship-weapon collisions which would occasionally cause them to not trigger when they should.&lt;br /&gt;
*Most obvious when projectiles would erroneously bypass a full shield quadrant and damage the hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI secondary range awareness:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Controls if the AI considers weapon range at all when selecting a secondary weapon to attempt to use. Currently available options are:&lt;br /&gt;
*&#039;RETAIL&#039;: The default. After performing filtering logic based on the target types and weapon flags, the AI will select the first valid secondary bank as its active one, regardless of range.&lt;br /&gt;
*&#039;AWARE&#039;: As retail, except that if a weapon is out of range it the AI will keep looking down the list to see if it has a weapon that is in range, and use that instead if it does. All other weapon selection and restriction logic still applies.}}&lt;br /&gt;
&lt;br /&gt;
===$no shield damage from ship collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Normally, the heavier ship in a collision will receive shield damage from the collision if it has one.&lt;br /&gt;
*This disables that, and causes all involved ships to only take hull damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$turret target recheck time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Defines the amount of time between target recalculation for turrets.&lt;br /&gt;
*Affects turret reaction time in all scenarios, acquiring a target from idle, re-affirming the current target, switching to a new target or even a new subsystem on the same target.&lt;br /&gt;
*Be aware setting this value too low can have an extreme performance impact. It is recommended to not set this below 30 ms.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*Default: 2000}}&lt;br /&gt;
&lt;br /&gt;
===$prevent negative turret ammo:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*By default, turrets with ammo would end up firing one extra shot, resulting in a -1 ammo. This flag corrects that behavior, so the ammo count is properly used. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix keep-safe-distance:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Allows any ship flying the keep-safe-distance behavior to turn toward its goal point. Without this flag, ships will fly into the distance in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI ignores aspect lock for leading:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*When off, AI fighters follows retail behavior of aiming directly at a target when using aspect lock missiles. When on AIs ignore this consideration and always lead their targets when attempting to aim at them.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: on}}&lt;br /&gt;
&lt;br /&gt;
===$fix good-rearm-time bug:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the &amp;quot;good rearm time&amp;quot; SEXP to correctly expire (revert to being a &amp;quot;bad rearm time&amp;quot;) at the end of the specified time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no continuous turn on attack:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Prevents an AI behavior where fighters/bombers will spin around for a second or two when they acquire a target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$remove-goal properly removes play-dead order:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes remove-goal to take the ship out of the play-dead AI mode when removing the play-dead goal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrivals not time limited:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes AI to always complete a bay arrival path, even if it takes longer than 10 seconds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use adjusted AI class autoscale:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes autoscaled AI classes to scale only based on the collection of autoscaled AI classes, not all AI classes.  This prevents autoscaled calculations from being skewed by the presence of non-autoscaled classes in the list.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$carry shield difficulty scaling bug:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Enables an erroneous behavior where player damage difficulty scaling is applied twice to damage from area blasts and shockwaves, greatly changing the effective difficulty scaling. This is a &#039;&#039;bug&#039;&#039; that should not be enabled, unless the mod was balanced during the time between 3.6.14 and 23.1 (mods [[Game_settings.tbl#.24Target_Version:|targeting within those versions]] automatically have this flag enabled).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows debris to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$asteroids affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows asteroids to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$dynamic goals afterburn hard:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Will cause all dynamic goals (such as a fighter defending itself, or a fighter chasing an attacker as part of a guard order) to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$player orders afterburn hard:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause all player orders to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use tactical disarm/disable:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Will cause disarm or disable orders issued by the hud squadmsg menu (i.e. player orders) to be &#039;tactical&#039; goals that do not cause the target to be protected from attack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use ai-form-on-wing-new:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Will cause form-on-wing orders issued by the hud squadmsg menu (i.e. player orders) to be the &#039;new&#039; variant that does not clear other goals assigned to the same ship/wing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$align to target when guarding stationary ship:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause ships to match the target&#039;s orientation when following a guard order, rather than facing directly away from the target which is the normal behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$rotation factor multiplier for player collisions:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Allows modders to have players experience rotational effects from collisions. This value is multiplied by the value of [https://wiki.hard-light.net/index.php/Ships.tbl#.2BRotation_Factor: $Collision Physics: +Rotation Factor:] in the ships table (which is specified for the ship class).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$fix avoid-shockwave bugs:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes a number of bugs affecting the behavior of AI ships trying to avoid ship or weapon shockwaves.  With this flag enabled, the AI will be aware of the correct homing position and impact position of the weapon being evaded, will check the correct ship for shockwave damage, and will properly update stale shockwave-avoidance data.  See PR 6378 for more details.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix standard strafe:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this will allow AI to be more effective when attacking big ships in standard strafe mode. With this flag off, there were edge cases where the AI would fly to a point to start a strafe, then think it would collide with the target and then retreat from strafe mode, only to realize it was now far enough to re-engage strafe mode, which commonly resulted in AI just flying around not accomplishing much. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe used more:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets if the AI tries to always entry strafe mode when attacking large ships even if there are no hostile fighters nearby. By default the AI will only entry strafe mode if the speed is below &#039;$standard strafe triggers under this speed:&#039; and enemy fighters are nearby.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe triggers under this speed:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the velocity under which the AI checks if they should enter strafe mode when attacking large ships. Setting this value higher, such as 40 if you ship&#039;s max speed is 100, and enabling $standard strafe used more:&#039; will result in the AI strafing by continually moving, instead of parking next to a big ship and blasting it while not moving. In other words, once a ship slows down during attacking, as soon as it drops below the tabled speed (and assuming strafe used more is turned on), it&#039;ll start to strafe instead of slowing down even more.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.0 m/s)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe distance from target bounding box:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the distance at which the AI flies away from their target&#039;s bounding box to attempt a strafing run when attacking large ships. Setting this value higher will result in ships doing fewer longer distance strafing runs.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe stops after time unhit:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the time duration of a strafing run when attacking a big ship if the attacking ship has not been hit. After this time elapses the AI will stop the current strafing run and loop back to logic of determining of whether or not to do another strafing run. Set higher to allow for longer duration strafing runs. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 20.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard uses big-orbit for target radius above:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the radius of a guardee ship that will trigger the guarder to use the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. This &#039;big guard&#039; mode differs from normal guard, where the AI will attempt to match the speed of the guardee if it is moving, and if it is stationary, it will fly somewhat randomly in circles around it.   &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 500.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard with big-orbit uses max speed percent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets maximum percent velocity of a guarder ship when it is using the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. By default, this value is 1.0, where the AI will fly around this cylindrical shape at full throttle. Value must be greater than 0 and less than or equal to 1. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)}}&lt;br /&gt;
&lt;br /&gt;
===$attack-any idle circle distance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Ships with the &#039;attack-any&#039; order will circle around an invisible point if there are no hostile present. This value sets the radius of how big of a circle to fly around while the AI waits for new hostiles to arrive.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 100.0)}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI Shield Manage Delay:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class shield manage delay. By default, Friendly ships always use the second value in &#039;&#039;&#039;AI Shield Manage Delay:&#039;&#039;&#039; from default AI profile.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI shield management bug:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes an edge-case bug with shield management where the AI will not direct shield energy to a quadrant if it was hit when that quadrant was down. In other words, if a shield quadrant is knocked down to 0 and continues to be shot the AI will not realize it needs to direct energy to that quadrant. Enabling this flag allows the AI to properly recognize which quadrant is in danger and needs additional recharge. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI balances shields instead of directs when attacked:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO AI on ships that manage shields will direct shield energy to a quadrant that was recently hit. If this flag is enabled the AI will always balance shields instead, which can be useful depending on the situation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$disable AI transferring energy:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Prevents AI ships from transferring energy between weapons and shields. AI ships are allowed to attempt transferring energy by default, but some mods may disable this feature for the mod and wish to also ensure the AI does not use it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$enable freespace 1 style missile behavior:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Weapons.tbl#.22freespace_1_missile_behavior.22|Can be applied on a per-weapon basis]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS uses ship class power output:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Connects the &#039;&#039;&#039;$Power Output:&#039;&#039;&#039; field in a ship class entry to the ETS system.  The ship&#039;s power output will serve as a multiplier for ETS energy flowing to guns, shields, and engines, modifying their recharge rates accordingly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS energy same regardless of system presence:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Pro-rates available ETS energy according to the number of systems available.  Normally, for ships without a shield system, FreeSpace behaves as if all shield energy is redirected to guns and engines.  Consequently, weapons and afterburner will recharge faster, and a ship&#039;s default speed will be higher, than if shields were present.  When this flag is enabled, available ETS energy is scaled so that the rates are the same in both situations.&lt;br /&gt;
*This flag presents certain trade-offs.  On one hand, this flag avoids the possibly surprising behavior of ships performing, in shieldless engagements, better than one might expect from the table entry.  On the other hand, see the next bullet point.&lt;br /&gt;
*Modders should consider both the gameplay and story aspects of this flag.  From an in-universe perspective, enabling this flag means that, on a shieldless ship, the energy that would otherwise go to shields is expended without effect and is wasted.  Or, looking at it another way, it means that upgrading a ship to have a shield system also entails upgrading the reactor to deliver 50% more energy.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t issue form-on-wing goals at mission start:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, at the beginning of a mission, player wings that do not have an initial goal will be given an initial goal to form on the player. Wings in the loadout screen (aka &amp;quot;starting&amp;quot; wings) will also, if they do not have an initial goal, be issued the same goal if they arrive after mission start. This flag disables that behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$default form-on-wing priority:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*The default goal priority to be used when issuing a form-on-wing order via sexp or script.  If not specified, this is 99.  Note that orders issued via the HUD communications system will use the standard communications priorities (100 for ships and 95 for wings) regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not clear goals when running form-on-wing:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, as soon as a form-on-wing goal is executed by a ship, every goal on that ship is cleared.  Thus the ship will follow the form-on-wing behavior while forgetting both the form goal and all previous goals, and if it receives any other goal in any way, it will immediately begin a new behavior.  This flag prevents the goal clearing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not clear goals when running stay-still:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, as soon as a stay-still goal is executed by a ship, every goal on that ship is cleared.  Thus the ship will follow the stay-still behavior while forgetting both the stay-still goal and all previous goals, and if it receives any other goal in any way, it will immediately begin a new behavior.  This flag prevents the goal clearing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$do not set override when assigning form-on-wing:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Normally, any form-on-wing goal, regardless of how it is assigned, is given a &amp;lt;tt&amp;gt;Goal_override&amp;lt;/tt&amp;gt; flag.  This causes its goal to be evaluated as the top priority goal, regardless of its actual priority or any other goal&#039;s priority.  This flag prevents &amp;lt;tt&amp;gt;Goal_override&amp;lt;/tt&amp;gt; from being assigned, causing form-on-wing to follow the normal goal prioritization logic.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$purge player-issued form-on-wing after subsequent order:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Causes any form-on-wing goal issued by the player (i.e. via the HUD communications system) to be removed from a ship&#039;s goal list (even if it is not the current goal) when the ship is given another goal of any priority.  This flag can be useful for mods which configure form-on-wing goals to use the same execution and prioritization logic as normal goals.  Since form-on-wing goals are typically temporary, regardless of their priority, this flag enforces that temporary nature.  By using this flag, mission designers can ensure that mission-directed AI goal logic is followed regardless of form-on-wing status.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&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 Missiles 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,  1.333,0.5,  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;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&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:        0.1,  0.2,  0.35, 0.5,  0.6&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;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&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;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         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>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=66909</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=66909"/>
		<updated>2025-10-07T15:58:14Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add generic debris flag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-10|642111676012bc6696f4024c40296a6c20b3b958}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;game_settings.tbl&#039;&#039;&#039;, also known as mod.tbl, defines options that can be changed globally.  All settings are optional.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl#$Target_Version:|target version]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table220|&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Turret_Collisions:|Fixed Turret Collisions]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Missile_Detonation:|Fixed Missile Detonation]]&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Damage_All_Object_Types_Once:|Shockwaves Damage All Object Types Once]]&lt;br /&gt;
*[[game_settings.tbl#$AI_use_framerate_independent_turning:|AI use framerate independent turning]]&lt;br /&gt;
*[[game_settings.tbl#$Use_host_orientation_for_set-camera-facing:|Use host orientation for set-camera-facing]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table230|&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Inherit_Parent_Weapon_Damage_Type:|Shockwaves Inherit Parent Weapon Damage Type]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Chaining_To_Repeating_Events:|Fixed Chaining To Repeating Events]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*[[game_settings.tbl#$Calculate_subsystem_hitpoints_after_parsing:|Calculate subsystem hitpoints after parsing]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GAME SETTINGS==&lt;br /&gt;
Contains settings that affect how the engine works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Version:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Specifies the minimum version of FreeSpace Open that this mod supports. If the version specified here is greater than the version of the current build, an error message is displayed.&lt;br /&gt;
}}&lt;br /&gt;
{{Table381|&lt;br /&gt;
The $Minimum version option has been renamed to $Target Version. The old name is kept with the same functionality for backwards-compatibility.&lt;br /&gt;
&lt;br /&gt;
The target version specifies what version of the FSO engine this mod was created for. It will be used by the engine to enable or disable backwards-incompatible changes by default. The default value is 2.0 which specifies that the mod targets the retail engine version.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Major:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the major component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Minor:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the minor component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;7&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Build:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the build component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Revision:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any).&lt;br /&gt;
For nightly builds this is the date in YYYYMMDD format.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;20151121&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window title:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the name of the FSO window when this mod is running. If blank or unspecified, the window will have the default title of &amp;quot;FreeSpace 2&amp;quot;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window icon:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the icon filename of the FSO window when this mod is running. If blank or unspecified, the window will have the default icon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod title:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the title of the mod and will be displayed at the mainhall near the FSO version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod title on its own.  Previously, the mod version was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod version:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the version of the mod and will be displayed at the mainhall near the FSO version. Can be a string or it can be semantic versioning such as 2.0.0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod version on its own.  Previously, the mod title was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unicode mode:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Enabled the Unicode text mode for this mod. In Unicode mode all text is assumed to be UTF-8 encoded Unicode and certain features are disabled if they do not have full Unicode support. Most notably, if this is enabled then the engine will no longer support the old bitmap fonts that were used by Retail FreeSpace. Only the newer TrueType fonts will be supported.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash screens:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Defines a list of splash screens that FSO can display upon game startup. The actual image displayed is chosen at random from the applicable entries. Entries with exact aspect ratio matches will be prioritized first, followed by aspect ratio ranged matches, followed by entries without an aspect ratio specified.}}&lt;br /&gt;
&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The name of the bitmap to use as a splash screen. Extension will be removed if included.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Bitmap: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio matches the specified number within +/- 0.01.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Min:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at least the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Min: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Max:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at most the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Max: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade in time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade in.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade out time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Center splash logo:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets whether the splash logo will be displayed in the middle of the screen.  If this is false (the default), it will be displayed at the top-left.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable FSO Internal Loadout Restoration System:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
When the player configures the ships and weapons of the wings in the loadout screen, FSO will remember these settings and attempt to apply them again if the player quits the mission and comes back to it later.  FSO will only remember the most recent mission&#039;s loadout, so it will not attempt to restore the loadout if the player loads a different mission.  It will also not attempt this if the mission&#039;s &#039;&#039;$Modified:&#039;&#039; date has changed.  This flag can be used to prevent FSO from attempting restoration even if it normally would.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==#LOCALIZATION SETTINGS==&lt;br /&gt;
Contains various settings related to localization and language support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use tabled strings for the default language:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Causes the game to use the text in strings.tbl and tstrings.tbl even when the current language is English.  By default, the game will use the literal text in the source code and the data files (tables and missions) and will not look up the entry when the language is English.  For other languages, the translation is always used, if it exists, regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t pre-empt training message voice:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Prevents training messages from being interrupted by other training messages.  If a training message has a voice file associated with it, or simulated speech is active, the next message will not be played until the current message has finished.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
This group contains various Campaign related settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Ignored Campaign File Names===&lt;br /&gt;
Defines which campaigns, if present, will not appear in the Campaign Room. In the original implementation, only single-player campaigns could be ignored and file extensions were required, but see below.&lt;br /&gt;
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}&lt;br /&gt;
{{Table382|As of 3.8.2, file name comparisons are not case sensitive and multiplayer campaigns can be ignored.}}&lt;br /&gt;
====$Campaign File Name:====&lt;br /&gt;
File name of the campaign to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===#Ignored Mission File Names===&lt;br /&gt;
{{Table382|Defines which standalone missions, if present, will not appear in the Tech Room or Multiplayer Lobby.  Both single-player and multiplayer missions can be ignored, but missions which appear in a campaign cannot.  File extensions are not required and, if present, are removed by the code.  File name comparisons are not case sensitive.&lt;br /&gt;
====$Mission File Name:====&lt;br /&gt;
File name of the mission to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Red-alert applies to delayed ships:===&lt;br /&gt;
{{Table372|Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#HUD SETTINGS==&lt;br /&gt;
This group contains various HUD behavior settings and overrides&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 0 ms&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene camera displays HUD:===&lt;br /&gt;
Show the HUD when the cutscene camera is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Full color head animations:===&lt;br /&gt;
Enables full-color head ANIs. Normal head ANIs will appear in gray.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t automatically select a turret when targeting a ship:===&lt;br /&gt;
{{Table220|Uses FS1 behavior where targeting a new ship did not target any turrets.  In FS2 a turret is automatically targeted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supernova hits at zero:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Adjusts the HUD timer so that the timer reaches zero when the supernova hits the player.  The actual timing is not affected -- whether the flag is enabled or not, the supernova will always hit the player when 5 seconds remain in the time specified in the sexp.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always warn player about unbound keys used in Directives Gauge:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Ensures that the &amp;quot;Key Unbound&amp;quot; message will pop up for a directive with an unbound key in any single-player mission, not just a training mission. Note, that the default string (index 426) will still say &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with training.&amp;quot; Thus, it is advised to change the string at index 426 using the -lcl.tbm to &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with this mission.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD drop shadows enabled by default:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If this flag is active, certain elements displayed on the HUD (all text, the main targeting reticle, and the background of the ETS gauges) will have a &amp;quot;drop shadow&amp;quot; effect.  Note that whether or not the flag is active, the player can set this using the &amp;quot;Toggle HUD Drop Shadows&amp;quot; control.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify scanning behavior:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Unifies scanning behavior between subsystem, regular, and cargo allowing missions to use all scan types in all situations.&lt;br /&gt;
*Also allows changing the &amp;quot;Cargo:&amp;quot; text line in a mission by adding &amp;quot;$Cargo Title: STRING&amp;quot; after the &amp;quot;$Cargo 1:&amp;quot; or &amp;quot;$Cargo 2:&amp;quot; lines in the mission file. FRED UI support not yet added for $Cargo Title so you have to do it manually.&lt;br /&gt;
*When this flag is enabled, all ships, no matter the ship class, will react the same way to the cargo-related or scanning-related ship flags:&lt;br /&gt;
**They are not scannable by default&lt;br /&gt;
**Setting the &amp;quot;scannable&amp;quot; flag makes them scannable, and scanning the subsystem will reveal the cargo&lt;br /&gt;
**A new flag available with alter-ship-flag, &amp;quot;no-scanned-cargo&amp;quot;, changes the behavior to scanned/unscanned instead of revealing the cargo&lt;br /&gt;
**The &amp;quot;toggle-subsystem-scanning&amp;quot; flag must be set to swap full-ship scanning mode into subsystem scanning mode and works for all ship types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t show callsigns in the escort list:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
By default, callsigns are shown in the escort list using the same format as in the target box.  If this flag is active, callsigns will not be displayed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
This group contains SEXP settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this allows all events in a chain to repeat, instead of only the last one.  It makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Chaining To Repeating Events:===&lt;br /&gt;
{{Table230|When set, this makes event chaining to repeated events work as designed - that is, the chained event will only be evaluated after the chain delay.  If the repeating event&#039;s interval is shorter than the chain delay, then the delay countdown will continually be restarted until all repetitions have completed.  Without this flag, FSO will emulate retail behavior which, due to a bug, allowed chained events to be evaluated immediately after a repeating event is first evaluated.&lt;br /&gt;
&lt;br /&gt;
NOTE: Although the name does not reflect it, the same issue affects repeating events that are evaluated by &amp;lt;tt&amp;gt;is-event-true-delay&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;is-event-false-delay&amp;lt;/tt&amp;gt;.  Without this flag, FSO will emulate retail behavior which causes these SEXP operators to ignore any delay when evaluating repeated events.  With this flag, the delay will be measured from when the final repeat iteration occurs.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Use host orientation for set-camera-facing:===&lt;br /&gt;
{{Table220|When set, this will take into account the host orientation for cutscene cameras.  This is a bugfix for [https://github.com/scp-fs2open/fs2open.github.com/issues/3889 GitHub issue #3889].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle uses pixels:===&lt;br /&gt;
{{Table222|When set, SEXPs which display subtitles will read their arguments as pixels, not percentages.  If &amp;lt;code&amp;gt;$Show-subtitle base resolution:&amp;lt;/code&amp;gt; is set, these pixels will be scaled up or down as needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle base resolution:===&lt;br /&gt;
{{Table222|When set, subtitles are assumed to display at the appropriate size in the specified resolution, and will be scaled up or down if the current screen resolution is different.  If this is not set, or is set to a resolution less than (640, 480), subtitles will not be scaled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD-set-coords base resolution:===&lt;br /&gt;
{{Table232|The hud-set-coords SEXP has always used exact pixels, without regard for the current screen resolution.  This setting enables a similar scaling mechanism as &#039;&#039;$Show-subtitle base resolution:&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$$Always Show Directive Value Count:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If this setting is enabled, Directive-as-Value values in Directives will always show the number. By default this is disabled, and only values &amp;gt; 1 are shown. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
This group contains settings related to graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; (0-3)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (very high)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Briefing Window FOV:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375; some previous versions of FSO used a value of 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (0.0 to 1.0)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.29375&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Generic Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of the pain red flash when the player is hit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of a pain flash when the player&#039;s shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the intensity of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Color:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the RGB color value of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: Color, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(255, 255, 127)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$BMPMAN Slot Limit:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Determines the maximum number of textures that can be loaded simultaneously. This includes every frame of an animation, unless that animation is streaming (e.g. command briefing animations, message talking heads, etc). Also includes dynamically-created textures (used internally for various functions).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Int&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 3500&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;4750&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 10)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the EMP lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (255, 255, 10)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the damage lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the damage lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Requires Rendering Feature:===&lt;br /&gt;
{{Table210|Needs description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Render player muzzle flashes in cockpit:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether muzzle flashes will be shown within the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which glowpoints are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shield effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which thruster flares are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether beam weapons will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which beam effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 4.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a beam effect affects its visibility. This is multiplied by the radius of the beam and added to the above for the final value. This results in larger beams being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether lasers, missiles, countermeasures, etc will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Weapon visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which laser-type weapons are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.3}}&lt;br /&gt;
&lt;br /&gt;
====+$Trail visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which trails (weapon and ship contrails) are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Shockwave visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shockwave effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 2.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Particles affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether particle effects, including impact effects, will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which particle effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a particle effect affects its visibility. This is multiplied by the radius of the particle and added to the above for the final value. This results in larger particles being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fireballs affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether fireballs from ship explosions will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which fireballs are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a fireball affects its visibility. This is multiplied by the radius of the fireball and added to the above for the final value. This results in larger fireballs being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Quality Default:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the default level for shadow quality if the &#039;enable_shadows&#039; command line is used and &#039;shadow_quality&#039; is not used. By default, the FSO will set the shadow detail level to 2. Valid values are 0 (shadows disabled), 1 (Low, 512x512 shadow map), 2 (Medium, 1024x1024 shadow map), 3 (High, 2048x2048 shadow map), or 4 (Ultra, 4096x4096). Note, the command line &#039;shadow_quality&#039; will override any value set here.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the game scene uses. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(200.0, 600.0, 2500.0, 8000.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances Cockpit:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the cockpit pass scene uses. Will only shadow the cockpit model, and does not interact with the external game scene shadow map. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(0.25, 0.75, 1.5, 3.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Techroom:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the techroom.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Cockpit:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on the player cockpit in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Weapons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on weapons in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Ships:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship Casts Shadow:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When cockpit shadows are enabled, enabling this setting will cause the players ship model shown with &amp;quot;show ship&amp;quot; to cast shadow onto the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Model And Cockpit Share Coordinate Space:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When having the &amp;quot;show ship&amp;quot; flag enabled and cockpit models for a ship, this flag should be on if the cockpits can fit into the actual geometry of the ship model. Disable this flag if this is not the case and the cockpit needs to be rendered on top of the ship regardless of actual coordinates. If this can be enabled, the external show ship model can be rendered using deferred rendering.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship enabled only if Cockpits enabled:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Enabling this setting will only use the &#039;show-ship&#039; flag if cockpits are enabled. Useful if your ship uses both &#039;show-ship&#039; and cockpits that exist within the &#039;show-ship&#039; space, and you want to allow players to toggle off cockpits. Note, &#039;show-ship&#039; always only appears if in first-person view. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Thrusters:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Thrusters:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Beams:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that beams will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Muzzle Flashes:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that muzzle flashes will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Trails:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that trails will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Lasers:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that lasers will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Length:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest length that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Radius:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest radius that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Easing Value:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Smooths out the behavior of maneuvering thruster flares the higher above 0 it is.&lt;br /&gt;
*This is the exponential time constant for the visual flare length to reach it&#039;s true length.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SCPUI attempts to load hires animations:===&lt;br /&gt;
{{Table230| &lt;br /&gt;
*Prevents SCPUI from trying to load anims prefixed with &amp;quot;2_&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: true}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table230| &lt;br /&gt;
===$Max draw distance:===&lt;br /&gt;
===$Min draw distance:===&lt;br /&gt;
*These values do more than just cutoff the visuals at certain distances, and they must be adjusted carefully to ensure unintentional rendering artifacts are not introduced.&lt;br /&gt;
*The rendering engine has limited amount of &#039;depth resolution&#039;, the degree to which it can tell a certain polygon is closer or farther away than another. When two polygons are too close, they will Z-fight, picking arbitrarily which is closer. It is the span between the min and max draw distance that determines how well the engine can determine depth, if they are too far from one another, the Z-fighting will become more common as it has to spread its resolution over a wider range. If they are close, Z-fighting will be lessened at the cost of a smaller range of distance able to be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*Default Values: 10,000,000,000 and 1, respectively&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table232| &lt;br /&gt;
===$Randomize particle rotation:===&lt;br /&gt;
*Particle bitmaps are typically screen-aligned; the upper portion of the bitmap will always be mapped to the upper portion of the particle, from the point of view of the camera. Enabling this option makes &#039;&#039;all&#039;&#039; particles have a random &#039;tilt&#039; in an arbitrary direction when created.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable shield effects:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies if FSO attempts to use the shield mesh impact effects. Enabling this flag will prevent the game from preforming any shield mesh effect code, which can be useful if a mod does not use those shield mesh effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable all non-custom generic debris:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Provides one simple control to turn off all non-custom generic debris (the tiny debris shards that are typically spawned when a ship/subsystem explodes). Note, generic debris that is manually specified in the ships table will still be spawned, this is only for turning off non-custom debris. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
==#NETWORK SETTINGS==&lt;br /&gt;
This group contains network-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2NetD port:===&lt;br /&gt;
*(description required)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default object update level for multiplayer:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the distances default object update rate  for multiplayer matches. By default, the FSO will set the object update level to 2. Valid values are 0 (Low), 1 (Medium), 2 (High), 3 (LAN). FSO caps the bandwidth it uses based on these settings, but they were designed for connections from 1999. LAN has the least restrictive limits and does not require an actual LAN connection. Also, if a player&#039;s connection is within the dial-up speed range then game auto force the use of the lowest level during a match.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SOUND SETTINGS==&lt;br /&gt;
This group contains sound-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Sound Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default sound fx volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Music Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default music volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.5&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Voice Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default voice volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use weapon class impact sounds for hits to player:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows weapons that hit the player to play their specific impact sounds, not the hard-coded default sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Play thruster sounds for the player:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If the player&#039;s ship has thruster sounds defined, this will ensure they are played like normal, since they are typically suppressed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify minimum engine sound:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Allows $Minimum Engine Volume in ships.tbl to work for all ship classes. By default, that value only triggers for non-huge ships. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Disabled or disrupted engines are silent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
If set, engines will not play their engine noise if the ship is disabled or a disrupted (such as disruptions caused by an active EMP effect or a weapon with the &amp;quot;electronics&amp;quot; flag).  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#FRED SETTINGS==&lt;br /&gt;
This group contains settings for FRED. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable Hard Coded Message Head Ani Files:===&lt;br /&gt;
{{table371|&lt;br /&gt;
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Add Message Head Ani Files:===&lt;br /&gt;
{{table224|&lt;br /&gt;
FRED will append each +Head entry listed below to the head ani selection list in the Event Editor.}}&lt;br /&gt;
&lt;br /&gt;
====+Head:====&lt;br /&gt;
{{table224|&lt;br /&gt;
The head ani filename to add. Extensions will be stripped if included.&lt;br /&gt;
NOTE: Pay attention to file names or anis with a,b, c variation not display in-game (unless called directly). Proper name seems to be Head-xxxNa, Head-xxxNb, with N being some number and XXX being whatever you want. Needs further testing and confirmation &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Head: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable scripting in FRED:===&lt;br /&gt;
{{table382|&lt;br /&gt;
If set, scripting will be enabled in FRED. Use with extreme caution. The effects of scripts on FRED have not been fully tested. You can check if a script is running in FRED by using ba.inMissionEditor().&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED Briefing window resolution:===&lt;br /&gt;
{{table224|&lt;br /&gt;
The width and height of the briefing window in FRED. Defaults to 888x371. Note that changing this only affects FRED and can cause a mismatch to the ingame briefing view which defaults to 888x371 (or 555x232 for 640 base res).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;integer, integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;888,371&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ignore Music Files In Music Player:===&lt;br /&gt;
{{table232|Music files in this section will not be added to FRED&#039;s built-in music player.}}&lt;br /&gt;
====+File:====&lt;br /&gt;
{{table232|Specifies a file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;string&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED spacemouse nonlinearities:===&lt;br /&gt;
{{table232|&lt;br /&gt;
Allows setting custom nonlinearities and scaling for controlling FRED with a spacemouse.&lt;br /&gt;
}}&lt;br /&gt;
====+Sideways exponent:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The exponent for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Sideways scale:====&lt;br /&gt;
{{table232|The multiplier for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch exponent:====&lt;br /&gt;
{{table232|The exponent for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch scale:====&lt;br /&gt;
{{table232|The multiplier for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank exponent:====&lt;br /&gt;
{{table232|The exponent for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank scale:====&lt;br /&gt;
{{table232|The multiplier for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading exponent:====&lt;br /&gt;
{{table232|The exponent for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading scale:====&lt;br /&gt;
{{table232|The multiplier for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Skybox internal depth consistency:===&lt;br /&gt;
{{table250|If enabled, this will allow skyboxes that use submodels to render the submodels with proper Z-sorting if the &#039;No Z-Buffer&#039; check box is set to on in FRED. In other words, parts of the skybox closer to the origin point will render in front of sections further away, as might be expected. This flag is enabled by default for FSO version 25.0 onwards&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;YES&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
This group contains miscellaneous settings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret&#039;s barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Missile Detonation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*When this flag is set, missiles which reach the center of a submodel will not detonate immediately; they will delay detonation until they have traveled another radius of the submodel.  This fixes missile impacts to submodels whose center lies outside the geometry of the submodel.  In other words, without this flag, a missile might detonate in the middle of the &amp;quot;bowl&amp;quot; of a concave submodel; with this flag, the missile will travel to the other side of the submodel before it detonates.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the 3d ship select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ships in ship/weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapon select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the 3d weapon select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapons in weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d overhead ship:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship overhead view instead of a bitmap in weapon select&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default overhead ship style:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*This specifies which style of overhead view to use if 3d overhead view is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;ROTATE&amp;quot; or &amp;quot;TOPVIEW&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always refresh selected weapon when viewing loadout:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*When set to true, this always refreshes the weapon shown in view box on the right side of the screen when opening the weapon loadout view. This ensures the viewed weapon is one that can actually be on the selected ship when first clicking on the weapon loadout screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents&#039; collision group setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flight controls follow eyepoint orientation:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that if the player ship&#039;s eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams Use Damage Factors:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default fiction viewer UI:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies which fiction viewer layout to use in missions that don&#039;t specify one. Possible values are as follows:&lt;br /&gt;
**&amp;quot;FS2&amp;quot;: Standard layout. Requires (2_)fictionviewer and (2_)fictionviewer-m to be present in data\interface.&lt;br /&gt;
**&amp;quot;WCS&amp;quot;: Moves the &amp;quot;Accept&amp;quot; button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.&lt;br /&gt;
**&amp;quot;auto&amp;quot;: Selects &amp;quot;WCS&amp;quot; if the appropriate files are present; otherwise, selects &amp;quot;FS2&amp;quot;. This is the default setting.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Movie subtitle font:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Specifies which font should be used for displaying subtitles in the cutscene player. This should be the name given to this font in the fonts table. Since movie subtitles can contain Unicode text it is a good idea to enable Unicode mode when movie subtitles are used but this is not enforced by this option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable built-in translations:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Turns off hard-coded translations, e.g. Transport -&amp;gt; Transporter in German.  All strings will either use their XSTR entry or else not be translated.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon shockwave damage respects huge ship flags:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Controls whether weapon shockwaves will respect the huge/supercap ship flags.  In retail they do not.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable external default scripts:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Enables the loading of external scripts with the same name as a built-in script. Otherwise, uses the version of the script included in the executable (currently, just cfile_require.lua).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines the speed the player must reach to warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;40.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target warpout match percent:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines how close to the warpout speed the player needs to be to actually warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.05&#039;&#039;&#039;&#039;&#039; (5%)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum player warpout time:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*The [[Ships.tbl#.24Warpout_Engage_Time:|default amount of time]], in seconds, warping out will take before actually starting to check whether the player is the right speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable in-game options:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Mode whereby various settings can be modified by FSO while it&#039;s still running, rather than being set by the launcher before execution. By default is now ON, and can be accessed by going to the Options menu and pressing F3. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;YES&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Shockwave Default Multiplier:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Amount of damage, as a multiple of normal shockwave damage, assigned to a weapon&#039;s [[Weapons.tbl#.24Dinky shockwave:|dinky shockwave]] by default. To get the same behavior FSO had from 2005-2019, set this to 0.25.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Always Damage Bombs:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Enables all bombs being damaged by shockwaves. Previously only those marked with flags could be damaged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Damage All Object Types Once:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Keeps any object from being damaged more than once by a shockwave.  The default behavior is for asteroids and flagged missiles to be damaged every frame by the shockwave.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Inherit Parent Weapon Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When enabled, the shockwaves of weapons that have a defined damage type automatically inherit that damage type, rather than dealing &amp;quot;typeless&amp;quot; damage. As this behavior is more intuitive than when this flag is disabled, mods targeting 22.4 or newer versions of FSO will have it enabled by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039; for mods targeting 22.4 or newer versions of FSO, otherwise &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When combined with &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot;, this string is added to the inherited damage type to define the shockwave&#039;s damage type. For example, if a weapon has the damage type &amp;quot;heavy&amp;quot; and the provided suffix is &amp;quot;-shock&amp;quot;, then that weapon&#039;s shockwave&#039;s damage type would default to &amp;quot;heavy-shock&amp;quot;.&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Dinky Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Inherited Shockwave Damage Type Added Suffix:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If a weapon&#039;s shockwave doesn&#039;t have a damage type set, it will have this damage type instead (when &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot; is enabled, this will only be used if the weapon itself also doesn&#039;t have a damage type set).&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Dinky Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Default Shockwave Damage Type:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Engine Wash Intensity:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Allows the game to use the [[ships.tbl#.24Intensity::|Intensity]] value when calculating Engine Wash effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Apply HUD shudder to chase view:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Applies hud shudder (afterburner and engine wash) also to chase view. Does not override the command line toggle. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Swarmers Lead Targets:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes swarm missiles to lead their targets by default, and will make use of [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] if specified, like normal aspect seekers. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Threshold for Weapons Subsystems to Trigger Turret Inaccuracy:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the damage threshold for when turrets become less accurate due to weapon subsystem damage. In other words, how damaged do a ship&#039;s aggregated weapons systems have to be before the turrets become inaccurate? Value must be between 0.0-1.0 (includes 0.0 and 1.0).   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI use framerate independent turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Without this flag, missiles turn rate is directly dependent on the current framerate. When enabled their turn rate will be consistent, with the &amp;quot;true&amp;quot; turning taken to be observed turning at 60fps. This flag also affects ships, but the instability is only apparent at extremely low framerates, and so the change will not be apparent. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+AI respect tabled turn time and rotdamp:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Due to complicated physics issues caused by retail not using the above method, tabled turn times on ships and missiles are not representative of actual observed turn times. The above flag makes it consistent, but this flag will make it accurate to what is actually listed in the table. &lt;br /&gt;
*Additionally, rotdamp is now used properly by the AI in a similar manner to players. More rotdamp will result in slower rotational acceleration, and less results in faster acceleration.&lt;br /&gt;
*NOTE: BEWARE OF ADDING THIS FLAG TO AN EXISTING MODPACK. NEARLY EVERY SINGLE TURN TIME WILL NEED TO BE CHANGED.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player starts in third person/chase view by default:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*When this flag is set, a player will start the mission in the chase view, not in the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Custom briefing icons always override standard icons:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Custom ship briefing icons will always be shown when the briefing icon is a ship, but not when it is a non-ship icon such as a planet.  Set this flag to use custom briefing icons in all cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lead indicator behavior:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Changes how Lead Indicators behave when multiple weapon banks are linked and in range.&lt;br /&gt;
When set to default, if you have linked weapons, only the indicator for the one with the farthest range will be drawn.&lt;br /&gt;
When set to multiple, a lead indicator is drawn for all primary weapons in range when you have them linked.&lt;br /&gt;
When set to average, a single lead indicator is drawn in the average of the position where each of them would usually be drawn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** Valid options are &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;multiple&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;average&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use distant firepoint for all turrets:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the game to use firepoint-based target leading calculations for all turrets. This is useful if all or most turrets in a given mod has firepoints that are distant from their center-point.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable discord rich presence:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Enables or disables the built-in Discord game-status reporting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always hide hidden ships in hotkey list:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to always hide ships with HIDDEN hotkey (set in FRED), even in the in-mission hotkey menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Allow automatically assigning personas:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not the game will automatically assign personas to ships that have no persona set.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures use capacity:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not Countermeasures use tabled capacity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Calculate subsystem hitpoints after parsing:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Causes subsystem hitpoints to be calculated after all ships.tbl and -shp.tbm files have been parsed.  This allows subsystem percentages to correctly reflect the final hull value rather than the first hull value encountered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Fix scripted velocity:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*If this setting is enabled, object velocity set via script will wholly determine the change in position for that frame, ignoring &#039;&#039;all&#039;&#039; other in-engine concerns. Otherwise, the game engine will likely overwrite/ignore any changes, depending on when the changes were made in the frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Preload briefing icon models:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this forces preloading of models used for briefing icons. This only loads models used for icons that haven&#039;t already been loaded for the mission. This is useful for SCPUI&#039;s where hovering over an icon shows the model without having to click on it and the stutter when it loads models not used in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Behavior for pressing Escape key in options menu:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set to &#039;save&#039;, the escape key for the HUD and Options screen saves options when leaving those screens (ie it does the same thing as pressing Ctrl-Enter/Accept). By default (or if set to &#039;default&#039;) the Escape key will not save any changed values when exiting those screens. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Disable intro cutscene:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this disables loading of any cutscenes as the game starts that might play before the player reaches the pilot select screen. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Show locked status for scramble missions:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, scramble mission will show a text line right below the words &#039;Weapons Loadout&#039; that states &amp;quot;Ships/Weapons Locked&amp;quot; (XSTR 749), thus the player can easily see their loadouts are locked and they do not have to check the loaoout buttons on every mission. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Disable expensive turret target check:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this value speeds up turret target checking. By default, turret target acquisition was spending a lot of time doing a raycast, the result of which was barely used at all. If we don&#039;t need the target normal, all it does is get a target point slightly more accurate, but in practice it really isn&#039;t noticeable at all whether the target point of the turret is actually on the surface of the ship, or maybe on the other side of the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Threshold below which shield skips damage:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO logic dictates that shields collisions and any related sound or visuals related to shields are skipped if the shields are under 10%. This value allows modders to customize the value, though the value must be between 0.0 and 1.0. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #Ignored Campaign File Names&lt;br /&gt;
    $Campaign File Name: FreeSpace2.fc2&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Fix Turret Collisions: True&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Subsystem&amp;diff=66908</id>
		<title>Subsystem</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Subsystem&amp;diff=66908"/>
		<updated>2025-10-07T15:53:06Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add new generic debris flag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fileversion|7119}}&lt;br /&gt;
&lt;br /&gt;
The Options listed in this article should entered into the &#039;&#039;&#039;$Subsystem&#039;&#039;&#039; section of the [[Ships.tbl]]. Multiple Subsystems may be defined.&lt;br /&gt;
&lt;br /&gt;
*All subsystems a ship can have must be defined in ship&#039;s model file (.pof).&lt;br /&gt;
*See [[Subobject_and_subsystem_properties|Subobject and subsystem properties]] for information about what subsystems the game has defined meaning for.&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*[[Animation_Code|Animation Code]] can be applied to the subsystems that consist of submodels, like multi-part turrets.&lt;br /&gt;
{{Table220|&lt;br /&gt;
&#039;&#039;&#039;DEPRECATED&#039;&#039;&#039;: Unless setting initial orientation of multipart turrets, consider using the [[Animation.tbl]] in combination with [[Ships.tbl#.24Animations:|$Animations:]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==$Subsystem:==&lt;br /&gt;
*The name of the subsystem as defined in .pof file, % of ship&#039;s total hitpoints the subsystem has and rotation time (360 degrees) for multi-part turrets. Note: Assigning zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, name of the subsystem followed by the subsystem hitpoints as % of ships hitpoints and seconds per 360 degree turn. Subsystem name must be the same as described in model file (.pof).&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entries can be left empty in which case game uses default values}}&lt;br /&gt;
**Example: communications, 5, 0.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$AWACS:===&lt;br /&gt;
*Sets this subsystem&#039;s effective AWACS range. (AWACS reveals stealthed ships, cuts through nebula fog.)&lt;br /&gt;
*Syntax: intensity, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, and radius, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, - intensity is an ignored but required field. - radius is the maximum range of the AWACS.&lt;br /&gt;
&lt;br /&gt;
===$Scan time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Scan time for this subsystem.  If this is not set, the scan time for the ship is used for the subsystem&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;
===$Maximum Barrel Elevation:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum barrel elevation for the turret gun object of a multipart turret.&lt;br /&gt;
*Basically &#039;inverse FOV&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 90}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Base FOV:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the FOV of the turret base of a multipart turret, possibly restricting how far it can traverse left and right.&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;
===$Turret Barrel FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Defines the overall FOV of the turret, overriding any FOV defined in the POF. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 359}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Turrets per Target:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Limits the number of turrets that can be targeting the same target.&lt;br /&gt;
*&#039;&#039;&#039;ONLY AFFECTS SMALL TARGETS&#039;&#039;&#039; such as fighters and bombers. This limit does &#039;&#039;&#039;NOT&#039;&#039;&#039; apply vs large ships.&lt;br /&gt;
*When this is set, when this turret tries to target a ship, it will check to see how many turrets are already targeting it and only choose it as a target if there are less than this number.&lt;br /&gt;
*This helps turrets spread their efforts out among multiple targets. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
*The turret will more eagerly acquire targets as long as a sufficient portion of the target is within its fov.&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;
====&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;
====&amp;quot;allow destroyed rotation&amp;quot;====&lt;br /&gt;
*Allows a rotating subobject to continue to rotate even when it has been destroyed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====&amp;quot;turret use ammo&amp;quot;====&lt;br /&gt;
*If the subsystem is a turret, it will use ammo.&lt;br /&gt;
**Note: If the turret does not have ammo, it will not fire. Remember that the maximum ammo a turret can hold is the Capacity of the Bank divided by the Cargo Size of the weapon.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;autorepair if disabled&amp;quot;====&lt;br /&gt;
*Allows the subsystem to repair itself even if disabled (normally, disabled subsystems do not repair themselves)&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;don&#039;t autorepair if disabled&amp;quot;====&lt;br /&gt;
*Inverse of &amp;quot;autorepair if disabled&amp;quot;: excludes this subsystem from autorepair if the ship class [[Ships.tbl#.22repair_disabled_subsystems.22|&amp;quot;repair disabled subsystems&amp;quot;]] flag is set&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;share fire direction&amp;quot;====&lt;br /&gt;
*If this subsystem is a turret, whenever the turret fires it will make all of the firing points shoot their weapon in the same direction instead of at the same point or set of points on a target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
====&amp;quot;no damage spew&amp;quot;====&lt;br /&gt;
*If this subsystem is hit then there will be no damage spew particles emitted.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no impact debris&amp;quot;====&lt;br /&gt;
*If this subsystem is hit then no impact debris will be generated.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
====&amp;quot;disable all generic impact debris&amp;quot;====&lt;br /&gt;
*Newer name for &amp;quot;no impact debris&amp;quot;--turns off the tiny debris shards that are typically spawned when something impacts a subsystem. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
====&amp;quot;hide turret from loadout stats&amp;quot;====&lt;br /&gt;
*This subsystem is not counted as a turret in the auto-generated &amp;quot;+Turrets:&amp;quot; line in the statistics summary window of the ship loadout editor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table222|&lt;br /&gt;
====&amp;quot;turret has distant firepoint&amp;quot;====&lt;br /&gt;
*Turret barrel is very long and should be taken into account when aiming (rather than calculating the aim from the turret center)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table242|&lt;br /&gt;
====&amp;quot;override submodel impact&amp;quot;====&lt;br /&gt;
*If a weapon impacted a submodel, but this subsystem is within range, this subsystem takes priority in the hit sequence rather than the submodel.  This allows case-by-case exceptions to the [[Game_settings.tbl#.24Damage_Impacted_Subsystem_First:|$Damage Impacted Subsystem First:]] mod flag.&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;
{{Table220|&lt;br /&gt;
&#039;&#039;&#039;DEPRECATED&#039;&#039;&#039;: Unless setting initial orientation of multipart turrets, consider using the [[Animation.tbl]] in combination with [[Ships.tbl#.24Animations:|$Animations:]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$On Beam Warmdown:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Specifies an [[Action System|action system]] program set to be executed when a beam attached to this subsystem is starting its warmdown sequence.&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>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=66907</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=66907"/>
		<updated>2025-10-07T15:50:05Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add new generic debris flags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-11-13|d6b444c}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
See the article [[Subsystem]] for ship table information that is specific to subsystems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
{{Table202|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Wing Formations&#039;&#039;&#039;&lt;br /&gt;
:**Includes the list of custom wingmate formations}}&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in ships.tbl or in earlier parsed *-shp.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*This setting does nothing&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature, when originally introduced, caused crashes and memory issues. Between 2014/07/24 and 2015/8/20, it was removed from the codebase. In short: do not use in versions prior to 3.7.4.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
===+Use Ship as Template:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Creates a copy of the specified ship to use as a base for this ship.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Caution!&#039;&#039;&#039;&#039;&#039; This is highly dependent on the order the tables are loaded. If the ship used as a template is modified using &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt;, the tabled changes will only be applied to the newly created ship if they are loaded &#039;&#039;before&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt;. Any &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt; changes &#039;&#039;after&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt; will not have any effect on the newly created ship class. Thus, proper templates should be preferred if possible.&lt;br /&gt;
*Cannot be used in conjunction with &amp;lt;tt&amp;gt;+Use Template&amp;lt;/tt&amp;gt;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the ship class to use as a template}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship. Used to rename ships without breaking missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -ship_choice_3d commandline flag is enabled or no ani can be found for the selected ship.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Animations:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying animations that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Animations:|$Animations]]&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 animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Cockpit Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven cockpit animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Cockpit Animations! If you need cockpit animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Moveables:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying moveables that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Moveables:|$Moveables]]&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 moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&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;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
===$POF file Techroom:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder; used only in the weapon loadout screen&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision LOD:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines an alternative LOD (Level-Of-Detail) to use for collision detection. Using this can increase performance without visible drawbacks if the LOD chosen has much simpler geometry but the shape still closely matches the base model.&lt;br /&gt;
*This works as follows: collision detection proceeds normally through the various model/submodel radius and bounding box checks based on LOD0, but when the game decides to perform a mesh-based collision check of a given submodel, it will use the submodel&#039;s LOD mesh instead. However, all submodels do not need to have a counterpart in the given LOD; if one is not found, the closest alternative will automatically be used instead.&lt;br /&gt;
*For example, if &#039;&#039;$Collision LOD: 3&#039;&#039; is used and the submodel engine01a is checked for a hit, the game will attempt to use the mesh of engine01d instead. However, if there is no engine01d submodel, the game will find the closest alternative: it&#039;ll look for engine01c, then engine01b, and finally fall back to engine01a. Note the implications of for example the root LOD submodel (detaild, detail3, etc) including the geometry of subsystem submodels; if detail0 is checked for a collision before engine01a, and detail3 includes the engine geometry (as opposed to having it in engine01d), then the subsystem engine01a cannot be hit.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
NOTE: this option has done nothing since before 2008&lt;br /&gt;
&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used on weapon impact,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Spew&#039;&#039; is not a valid option!&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;
===$Damage Spew Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for the smoke of a weapon impact,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Damage Spew&#039;&#039; is not a valid option!&lt;br /&gt;
*Note that the scaling applied by &#039;&#039;$Damage Spew&#039;&#039; &#039;&#039;&#039;is not&#039;&#039;&#039; applied to&#039;&#039;$Damage Spew Effect:&#039;&#039; automatically. If desired, it has to be manually added using &#039;&#039;$Particle Source Curve:&#039;&#039; within the particle definition&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;
{{Table250|&lt;br /&gt;
====+Rotation Magnitude Maximum:====&lt;br /&gt;
What the maximum resulting rotational velocity can be from a ship collision in degrees per second. Setting this to a value such as 360 (degrees/second) properly allows mods to have ships spin out if they have collision while not spinning out at wild speeds that look immersion breaking. If negative, then there is no limit to rotational velocity from collisions. Default is -1.0.&lt;br /&gt;
}}&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
====+Collision Sound Light:====&lt;br /&gt;
Sound when this ship collides normally.&lt;br /&gt;
====+Collision Sound Heavy:====&lt;br /&gt;
Sound when this ship collides at high speed.&lt;br /&gt;
====+Collision Sound Shielded:====&lt;br /&gt;
Sound when this ship collides with shields active.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship.&lt;br /&gt;
**Note that due to the exponential damping from $Damp, the acceleration from gravity will eventually even out with $Damp and result in a constant velocity in the direction of gravity.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dying Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**Same as above, but while ths ship is dying/in death roll.&lt;br /&gt;
**The aforementioned exponential damp is still in effect during this time, but it is weaker.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Gravity Const:}}&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Hitpoints Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the hitpoints multiplier. By default this is -1 and thus disabled, but if set to a value greater than or equal 0, the debris hitpoints will be multiplied by this value and the radius of the debris submodel. Useful for making debris have hitpoints that vary based on size of the debris piece. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table3611|&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;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Gravity Const:&#039;&#039;&#039;&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Dying Gravity Const}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Density:&#039;&#039;&#039;&lt;br /&gt;
**Same as [[Ship.tbl#$Density:|Density]] but only applied to the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Ambient Sound:&#039;&#039;&#039;&lt;br /&gt;
**The sound played in the vicinity of debris.}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris POF file:&#039;&#039;&#039;&lt;br /&gt;
**The filename of the ship&#039;s generic debris, by default debris01.pof.&lt;br /&gt;
**Big or huge ships do not normally have generic debris, but if this is specified for them, they will generate generic debris on explosion.&lt;br /&gt;
**These debris peices are temporary, noncollideable and are generated in randomizard positions and orientations.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris Spew Num:&#039;&#039;&#039;&lt;br /&gt;
**How many generic debris fragments to generate when the ship explodes.&lt;br /&gt;
**If this is a big or huge ship, this is the number of generic debris fragments to generate for every individual propagating explosion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;20&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*Multiplies the mass and moment of inertia of the relevant ship.&lt;br /&gt;
*Ships with a high mass and moment of inertia will be moved/rotated by collisions and impacts less strongly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1. Must not be 0.&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Minimum Velocity:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines minimum velocities on x (left/right), y (up/down), and z (forward) -axis (respectively). This affects the player only, the AI ignores the value. &lt;br /&gt;
*The x and y velocities are considered slide velocities, the minimums for them are &#039;&#039;&#039;not currently implemented&#039;&#039;&#039;.&lt;br /&gt;
*When gliding, if the absolute speed vector of the players ship falls below the minimum then the ships engines will re-engage and cannot be switched off again until the ships absolute vector exceeds the z-minimum.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 40.0&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. &lt;br /&gt;
*If negative, there is no glide cap (allowing practically infinite maximum gliding speed), but only for the player, the AI will act as though it is still 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Defaults to 0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode.&lt;br /&gt;
**If &amp;gt; 0, sets a fixed acceleration rate in glide mode: ships will accelerate at their tabled maximum velocity along the given axis, interpreted in m/s^2, multiplied by &#039;&#039;+Glide Accel Mult:&#039;&#039;.&lt;br /&gt;
**If set to 0, impossible to accelerate while in glide mode.&lt;br /&gt;
**If negative, enables glide speed ramping: acceleration in glide mode ramps using the same constants as in normal flight. Note, however, that glide acceleration ignores the ship&#039;s &#039;&#039;$Damp:&#039;&#039; value, so glide acceleration will always be faster than in normal flight; and if the damping constant is significantly larger than the acceleration constant along a given axis, this difference will become very pronounced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: &#039;&#039;0&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesn&#039;t do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
===+Primary Bank Autoaim FOV:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Defines the autoaim for the primary bank.&lt;br /&gt;
*Can be listed once for each existing bank on the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Aims at Flight Cursor:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Enables flight cursor-style flying for the ship, and causes the ship to fire in the direction of the cursor.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Only works for players! AI may need a system like autoaim to mimic it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Extent:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Required if the above is true.&lt;br /&gt;
*How many degrees away from the center the player is allowed to shoot, using the flight cursor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence&lt;br /&gt;
{{Note|If none of the following optional strings are added, the weapon will not converge. Don&#039;t forget to use them.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;[Fireball Unique ID]&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpin physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use supercap deceleration when arriving, similar to the Colossus. Can also disable supercap deceleration on a ship that normally has it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;[Fireball Unique ID]&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, [[Game_settings.tbl#.24Minimum player warpout time:|defaults to]] 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpout physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use special physics when departing, as a complement to $Supercap warpin physics.  Currently has no effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship has many smaller explosions while in its death-roll. Also determines whether the ship splits in two or not unless explicitly set below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Splits Ship:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Whether the ship splits in two and slowly explodes outward towards its front and back, or just immediately explodes into debris.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, defaults to the value of &#039;$Expl Propagates:&#039; above}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Rotation Multiplier:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Multiplies the strength of the rotation imparted by death-rolling. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll X rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on X-axis (pitch) rotation during the ships deathroll. The value is radians per second. The current hard-coded minimum is 0.8. Note the code generally won&#039;t use this value for ships with radius &amp;gt; 150 (hard-coded). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Y rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Y-axis (yaw) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Z rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Z-axis (roll) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used when a ship is splitting apart,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Splitting Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used the final explosion of this ship type,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used when a knossos type object is dying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Alternate Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Debris Flame Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be added to debris spawned from this ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]].  Note that this option is misleadingly named; &amp;quot;vaporization&amp;quot; usually refers to a ship exploding into tiny debris shards rather than hull chunks.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of instant explosion, 0 to 100}}&lt;br /&gt;
{{Table240|In version 24.0 and later, &#039;&#039;&#039;$Skip Death Roll Percent Chance:&#039;&#039;&#039; can be used as a more accurate alternative.}}&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;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the ship explosion shockwave (default is sound 109).&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;
&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 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;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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 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;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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;
*Note: This requires the [[Weapons.tbl#.24External_Model_File:|$External_Model_File entry to be defined in weapons.tbl]]. Weapons without external models will revert to the standard behaviour.&lt;br /&gt;
*Behavior is as follows:&lt;br /&gt;
**If your bank carries fewer or as many missiles as the number of gunpoints on your bank, you will have exactly as many external model shown as you have missiles left in your bank (going in the order of gunpoints defined in the POF). External models will disappear when missiles are fired.&lt;br /&gt;
**If your bank carries more missiles than you have gunpoints in your bank, then external models will &amp;quot;recoil&amp;quot; (to simulate a reloading animation) every time you fire, and will disappear based on the % of missile left in the bank. Example: you have 2 gunpoints and 4 missiles, the first external model will disappear after you fire the second missile.&lt;br /&gt;
**If your weapon uses the [[Weapons.tbl#.22external_model_launcher.22|&amp;quot;external_model_launcher&amp;quot; flag]], then the model will be displayed on all gunpoints and will not recoil nor disappear when fired.}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Allowed Firing Patterns for Dynamic Primary Linking:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If the ship has dynamic primary linking enabled, defines the list of firing patterns which the player may cycle through using the appropriate control.&lt;br /&gt;
*This is optional. If not set, the only firing pattern available will be CYCLE FORWARD.&lt;br /&gt;
*Takes a list of patterns. The options are:&lt;br /&gt;
**&#039;&#039;&#039;CYCLE FORWARD&#039;&#039;&#039;: Fires  &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots from the first &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints (starting at gunpoint 0), then from the next &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints, and so on.&lt;br /&gt;
**&#039;&#039;&#039;CYCLE REVERSE&#039;&#039;&#039;: Same behavior as CYCLE FORWARD, but begins at the highest-numbered gunpoint and works downward.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM EXHAUSTIVE&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots at a time from randomly-selected gunpoints until each gunpoint has been fired once, and then starts over.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM NONREPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time, but never fires the same gunpoint twice in a row (unless forced to because $Shots is equal to more than half the number of gunpoints).&lt;br /&gt;
**&#039;&#039;&#039;RANDOM REPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time. No restrictions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;, for example, (&amp;quot;CYCLE FORWARD&amp;quot;, &amp;quot;CYCLE REVERSE&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Weapon Span:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to &#039;&#039;YES&#039;&#039;. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to the shield thickness.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether weapons which impact on the ship&#039;s hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
====+Max Shield Impact Effect Radius:====&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Caps the size of the visual effect displayed on the shield mesh from impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be triggered when this ship&#039;s shields are hit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Shield Impact Explosion&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Impact explosion animation to trigger when this ship&#039;s shields are hit. Works identically for all shield types.&lt;br /&gt;
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Shield Recharge:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier ranging from 0.0 to 1.0, defaults to 1.0&lt;br /&gt;
**Example: &#039;&#039;$Max Shield Recharge: 0.5&#039;&#039; caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/afterburner energy regeneration is disabled. Checked via code inspection 2014-12-29&lt;br /&gt;
{{Table250|&lt;br /&gt;
If the current AI profile has the &#039;&#039;&#039;$ETS uses ship class power output:&#039;&#039;&#039; flag enabled, this will act as a multiplier for ETS energy.  For example, a ship with a power output of 2 will recharge its afterburner twice as fast as a ship with the same stats but a power output of 1.&lt;br /&gt;
}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;&lt;br /&gt;
*Affected by ETS Shields value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Shield Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===+Shield Regen Hit Delay:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a time delay after being hit by a weapon before the shield may begin regenerating again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*Affected by ETS Guns value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Weapon Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Quantity:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*The fraction of &#039;&#039;maximum&#039;&#039; shield capacity to use when making direct shield -&amp;gt; weapon energy transfers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;0.2&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; default direct transfers have a large and poorly-appreciated impact on ETS balancing. If you care about balancing your ship&#039;s weapon and shield recharge rates you are advised to set this to 0.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Efficiency:===&lt;br /&gt;
{{Table202|*The fraction of the transferred shield energy that will actually end up in the weapon capacitor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;1.0&#039;&#039;&lt;br /&gt;
*Note that the amount deposited will be absolute, not relative. For instance, for a ship with 100 weapon energy and 200 shields and default quantity and efficiency, a shield-&amp;gt;weapon transfer will deduct 40 shield energy and add 40 weapon energy. It is entirely possible for efficiency to be more than 1.0.&lt;br /&gt;
*Unless transfer efficiency is tuned to account for the different charge rates for weapons and shields, direct transfers will tend to make the ETS unbalanced in the hands of an experienced player, as in retail.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Speed:===&lt;br /&gt;
{{Table202|*The rate at which transferred energy will move into the weapon capacitor,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*When energy is transferred it is instantly deducted from shields, but it must &#039;trickle&#039; into the weapon capacitor at a fixed fraction per second. This acts as a second bonus recharge on top of whatever the ETS produces.}}&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Quantity:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Efficiency:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Speed:===&lt;br /&gt;
&lt;br /&gt;
{{Table202|As above, but with the transfer direction reversed.}}&lt;br /&gt;
&lt;br /&gt;
===$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;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Hull Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total hull strength that the hull will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hull hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, percentage of total subsystem hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total subsystem strength that subsystems will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of subsystems hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Exact fuel recharged per second is given by the ETS value (as a percentage of total power output) multiplied by twice the tabled recharge rate, and then multiplied by the difficulty setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Minimum Start Fuel:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Minimum afterburner fuel the ship must have before allowed to afterburn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Minimum Fuel to Burn:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Forces the ship to afterburn until at least this much fuel is used, or it runs out of fuel.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Cooldown Time:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*How much time must have elapsed since the last afterburn finished to allow afterburning again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
=====+Bitmap Stretch:=====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&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;
{{Table212|&lt;br /&gt;
=====+Alpha Decay Exponent:=====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan range Normal:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan other small ships or large ship subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scan range Capital:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan capital (&amp;amp; similar size) ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning time multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan time when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning range multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan distance when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Shield Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of shield damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Hull Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of hull damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Flyby Sound===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Optional sound to be used for the fly-by sound&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$DeathRollSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship enters its death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ExplosionSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SubsysExplosionSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when a subsystem on this ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). The position of the camera relative to the model in the tech room and the target box view. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
===$Closeup_pos_targetbox:===&lt;br /&gt;
*Optional value to set for the position of the camera relative to the model in the HUD target box view. If not set then the value for $Closeup_pos: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom_targetbox:===&lt;br /&gt;
*Optional value to set how the model will show in the HUD target box view. How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If not set then the value for $Closeup_zoom: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Offset:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a custom camera position when the ship is being viewed in the chase camera.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively in meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Rigidity:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies how &#039;rigidly&#039; the camera adheres to the &#039;rest&#039; position of the chase view camera when doing maneuvers or changing speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** Defaults to 5.0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$Wingmen Gauge Dot Override:===&lt;br /&gt;
*(Optional) Defines an animation to use for the dots in the wingmen status gauge. Overrides &#039;Dot Filename:&#039; under the &#039;+Wingman Status:&#039; entry in [[Hud_gauges.tbl#.2BWingman_Status:|Hud_gauges.tbl]] &lt;br /&gt;
*Must be an animation with two frames. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Glow Noise Mult:&#039;&#039;&#039;&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Defines the alternative particle thruster.&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Effect:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for thruster and afterburner effects.&lt;br /&gt;
*Any number of thruster and afterburner particles can be specified here.&lt;br /&gt;
*Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
*These can be used both instead and in combination with the legacy particles (&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;, &#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;) described below&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&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;
{{Table212|&lt;br /&gt;
====+Alpha Decay Exponent:====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Time in milliseconds to create new trail points, lower means less &#039;jagged&#039; trails.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Bitmap Stretch:====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&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;
**Optional&lt;br /&gt;
**Rather than adding a new entry, an existing entry can be overriden by using its index in the list (starting at 0).&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;
{{Table230|&lt;br /&gt;
**This field may be omitted, and the activation of the thruster will be calculated automatically based on its position and direction.&lt;br /&gt;
}}&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;
***THESE NAMES MAY BE MISLEADING FOR YOU.&lt;br /&gt;
***&#039;Roll left&#039; and &#039;Roll right&#039; are actually yaw, activated when the ship rotates around its top-bottom axis.&lt;br /&gt;
***&#039;Bank left&#039; and &#039;Bank right&#039; are actually roll, activated when the ship rotates around its front-back axis.&lt;br /&gt;
{{Table232|&lt;br /&gt;
***&#039;Yaw left&#039; and &#039;Yaw right&#039; are now valid strings for this field.  &#039;Roll left&#039; and &#039;Roll right&#039; are still recognized for compatibility.&lt;br /&gt;
}}&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;
**Allows one or more strings, does not have a set limit.&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;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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: $Bay01&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
====+arrival rvec:====&lt;br /&gt;
*When using this path to arrive via fighterbay, the arriving ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to arrive via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
*When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Passive Lightning Arcs:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Creates a &#039;lightning arc&#039; between two points on the ship&#039;s hull, like when the ship is EMP&#039;d or damaged, but naturally and fixed to two points on the ship.&lt;br /&gt;
*This section can be repeated.&lt;br /&gt;
*&#039;&#039;&#039;All subfields are required&#039;&#039;&#039;&lt;br /&gt;
====+Submodel 1:====&lt;br /&gt;
*The name of the name of the submodel the first end is connected to.&lt;br /&gt;
*Note that the arc will &#039;&#039;not&#039;&#039; move along with a submodel while it is animating (but it will be initially created in the correct position). In the case of an animating submodel, it is recommended to use very short durations/frequencies.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Position 1:====&lt;br /&gt;
*The position on the ship this end is attached to, relative to the origin of the entire ship.&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;
====+Submodel 2:====&lt;br /&gt;
====+Position 2:====&lt;br /&gt;
*The same as the above for the other end of the arc.&lt;br /&gt;
====+Duration:====&lt;br /&gt;
*How long the arc persists while active.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Frequency:====&lt;br /&gt;
*How long after creating an arc it should wait before creating another.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
====+Primary color 1:====&lt;br /&gt;
*The first primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Primary color 2:====&lt;br /&gt;
*The second primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Secondary color:====&lt;br /&gt;
*The secondary color of the arc. This is the inner color, usually close to white.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations, replacing the subsystem-based definitions&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animation Moveables:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Like $Animations: but for specific in-mission adjustable moveable animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this ship class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Ship Class to find the CustomData Lua Table.&lt;br /&gt;
====+Val:====&lt;br /&gt;
&lt;br /&gt;
Specifies a custom data value and its name, in the format&lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&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;
&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;
===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; or &amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
*By default, the ship&#039;s subsystems are scannable (this can be overridden by mission designers)&lt;br /&gt;
*The ship will warp out without ramping up to warpout speed&lt;br /&gt;
*When using the &amp;quot;Knossos&amp;quot; warpout, this ship will aim for the center of the portal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot; or &amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
*The following things are true for all ships with this flag:&lt;br /&gt;
**When hit by debris, damage dealt by the collision is capped to between 10 and 20% of the ship&#039;s health maximum (determined randomly for each collision)&lt;br /&gt;
**All damage dealt by weapons without the corresponding supercap flag from weapons.tbl will be reduced by 75%&lt;br /&gt;
**In addition, once the ship is at or below 75% health, damage from non-supercap weapons is completely negated&lt;br /&gt;
**Do note that shockwave damage, regardless of origin, is not subject to these rules unless the &amp;quot;$Weapon shockwave damage respects huge ship flags:&amp;quot; setting in game_settings.tbl is set to true&lt;br /&gt;
**Ship subsystems are scannable by default (can be overridden by mission designers)&lt;br /&gt;
**The ship does not need to ramp up to warpout speed before entering subspace&lt;br /&gt;
**When using the &amp;quot;Knossos&amp;quot; warpout, the ship will aim for a departure point at the center of the Knossos portal&lt;br /&gt;
&lt;br /&gt;
&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; or &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; or &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; or &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-targetable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does not enable any type-specific behavior&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 ship. For ships which have this flag and are a hash-variant of another ship (like &#039;&#039;&#039;SF Dragon&#039;&#039;&#039; and &#039;&#039;&#039;SF Dragon#2 (Weakened)&#039;&#039;&#039;), the ship copy will be listed on the scoreboard as the original ship. This only affects the listing, not the score.&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;don&#039;t collide invisible&amp;quot; or &amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collidable (For example, a hangar entrance)&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 any of the FRED dropdown lists for ship classes.&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 modelled 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 shield icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===no weapon damage scaling&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapons that impact this ship will not by scaled according to &#039;big damage&#039; or supercap rules}}&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;
&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;
&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;
&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;
&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;
&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;
&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;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|$Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;repair disabled subsystems&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Destroyed subsystems will auto-repair, provided [[Ships.tbl#.24Subsystem_Repair_Rate:|$Subsystem Repair Rate:]] is greater than 0. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t bank when turning&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: the ship will not bank when changing its heading.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t clamp max velocity&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: the ship&#039;s velocity will not be limited by its tabled max velocity, provided the max velocity is greater than 0.  Use with caution!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;instantaneous acceleration&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: whenever the ship decides to change speed, it will instantaneously reach its desired speed.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;large ship deathroll&amp;quot;===&lt;br /&gt;
{{Table210|&lt;br /&gt;
Causes the ship to deathroll like a fighter, even if it is big or huge (which is disabled by default). Note that their deathroll intensity is scaled down by being larger size. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact debris&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Turns off the tiny debris shards that are typically spawned when something impacts a ship. }}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;disable all generic impact debris&amp;quot;===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Newer name for &amp;quot;no impact debris&amp;quot;--turns off the tiny debris shards that are typically spawned when something impacts a ship. }}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;disable all generic explosion debris&amp;quot;===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Turns off the tiny debris shards that are typically spawned when a ship explodes. }}&lt;br /&gt;
&lt;br /&gt;
==Wing Formations==&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Provides a unique name for the formation, followed by the list of positions occupied by each member of the wing relative to their leader. The leader is always at 0,0,0 and is omitted, so the first position is the second in the wing, and second is the third in the wing, etc. Each formation must contain all 5 positions.&lt;br /&gt;
*NOTE: FSO automatically scales these these positions by the ship&#039;s size, so the table values will be very small. You can see the retail formation&#039;s values below for reference.&lt;br /&gt;
*Syntax: (a list of 5 &#039;&#039;&#039;&#039;&#039;Vectors&#039;&#039;&#039;&#039;&#039;), each has three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Wing Formations&lt;br /&gt;
&lt;br /&gt;
$Name: Default&lt;br /&gt;
((-0.39, 0.20, -0.59)&lt;br /&gt;
 ( 0.39, 0.20, -0.59)&lt;br /&gt;
 (-0.78, 0.39, -1.18) &lt;br /&gt;
 ( 0.00, 0.39, -1.18)&lt;br /&gt;
 ( 0.78, 0.39, -1.18)) &lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=66319</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=66319"/>
		<updated>2025-09-16T20:10:06Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add +combat collision avoidance for fightercraft includes target:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-12|72a11fd542671e849042a2e8de0f090e5cbdae0d}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ai_profiles.tbl&#039;&#039;&#039; 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;
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the &amp;quot;FS2 RETAIL&amp;quot; AI profile. It&#039;s usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.&lt;br /&gt;
&lt;br /&gt;
{{Table232| This table can also be called &#039;&#039;&#039;mission_profiles.tbl&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
{{Table232| Can also be extended with &#039;&#039;&#039;xxx-msp.tbm&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;reset last_hit_target_time for player hits&#039;&#039;&#039;}}&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;fix ramming stationary targets bug&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;huge turret weapons ignore bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix linked primary weapon decision bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent turrets targeting too distant bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix heat seekers homing on stealth ships bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;allow vertical dodge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai class bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ai guards specific ship in wing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai path order bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;aspect bomb invulnerability fix&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;use actual primary range&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fighters/bombers with no shields can manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;fixed ship-weapon collisions&#039;&#039;&#039;}}&lt;br /&gt;
{{Table220|&lt;br /&gt;
*&#039;&#039;&#039;fighterbay arrivals use carrier orientation&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent negative turret ammo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix keep-safe-distance&#039;&#039;&#039;}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;fix good-rearm-time bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;no continuous turn on attack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;remove-goal properly removes play-dead order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;ships playing dead don&#039;t manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table234|&lt;br /&gt;
*&#039;&#039;&#039;hud squad messages use tactical disarm/disable&#039;&#039;&#039;}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;debris damage respects &#039;big damage&#039; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;force beam turrets to use normal fov&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;guards ignore protected attackers&#039;&#039;&#039;}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;fix avoid-shockwave bugs&#039;&#039;&#039;}}&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;$Default Profile:&#039;&#039;&#039; &#039;&#039;a profile name&#039;&#039;&lt;br /&gt;
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&#039;&#039;Up to 9 different AI profiles&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
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==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
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===$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 &#039;&#039;&#039;FS2 Retail&#039;&#039;&#039;, the FreeSpace 2 retail behavior.&lt;br /&gt;
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===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
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The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
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===$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;
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===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Friendly Fire Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly weapon fire, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
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===$Max Weapon Self Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by self-hits, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
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===$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;
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===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
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===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&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;
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===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
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===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
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===$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;
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===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
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===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
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===$Max Missiles 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;
*Note: The alternative spelling &amp;quot;Missles&amp;quot; is also accepted for backwards compatibility reasons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
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===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*This number is also checked when a ship checks for a new target, such as using the goal attack-any. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
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===$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;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
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===$Player Damage Factor: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
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===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$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;
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===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the time after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI&#039;s aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
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===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
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===$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;
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===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
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===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&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: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
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===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
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===$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;
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===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
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===$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;
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===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
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===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
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===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by &#039;&#039;$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;
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===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see &#039;&#039;$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;
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===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
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===$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;
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===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
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===$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;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
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===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
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===$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;
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===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
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===$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;
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===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after bombs are fired during which the bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
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===$Chance AI Has to Fire Missiles at Player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Chance for an AI to hesitate about firing a secondary or homing turret weapon at the player. Values range from 0-6, at 0 they will frequently hesitate, at 6 they will never hesitate.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4&lt;br /&gt;
* Mechanic details: AIs are only allowed to fire homing secondaries or turrets with homing weapons at the player in a limited window of time. The window starts every ten seconds, and lasts (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) 7ths of that ten second cycle. Each ship has it&#039;s own cycle, so their windows are not all synchronized.&lt;br /&gt;
* Example: a value of 1 becomes 2/7ths, so ships can fire homing weapons at the player for roughly 2.85 seconds at a time, then are unable to fire them for 7.15 seconds.&lt;br /&gt;
}}&lt;br /&gt;
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===$Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
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===$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;
===$Detail Distance Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Affects how the &amp;quot;model detail level&amp;quot; setting in Options switches between LOD levels. &lt;br /&gt;
*This number acts as a multiplier on the LOD distances specified in ships.tbl.&lt;br /&gt;
*NOTE THAT THIS IS PER DETAIL LEVEL, NOT PER DIFFICULTY LEVEL.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.125, 0.25, 1.0, 4.0, 8.0}}&lt;br /&gt;
----&lt;br /&gt;
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The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$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;
===$free afterburner use:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*If set, the AI will use afterburners in more situations.}}&lt;br /&gt;
&lt;br /&gt;
===$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 1.1 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;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$check communications for non-player ships:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, every ship will have the same communications subsystem restrictions as the player, including minimum strength to send messages and EMP scramble status.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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 *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable player secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, players are not allowed to dual-fire their secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$disable ai secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, AIs are not allowed to dual-fire their secondaries.}}&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;
===$fix ramming stationary targets bug:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, AI ships will try not to crash into stationary targets.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3147 Mantis #3147].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, ships that are on different teams and ships that are outside the player&#039;s squadron will be allowed to send death screams.  Additionally, the game will no longer cap a maximum number of screams per mission.  (This flag originated as a customization of message behavior for the Wing Commander Saga mod.)&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform less checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22fov_edge_checks.22|&amp;quot;fov edge checks&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22target_requires_fov.22|&amp;quot;target requires fov&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Normally, 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 flag to YES to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES; to get rid of retail behavior you would specify NO. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Default: NO.&lt;br /&gt;
* When no, when any secondary encounters any beam it is instantly destroyed regardless of if it is marked as interceptable, has a health value, or any other circumstance that would normally apply to interception by other weapons.&lt;br /&gt;
* When true, damage and health values are respected in these circumstances. Secondaries without hitpoints are still destroyed, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*By default, an aspect seeker that&#039;s been decoyed by a CM just flies straight forward, while a heatseeker in the same position will actively home in on the CM.  This flag makes aspect seekers match heatseeker behavior in this regard.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$support don&#039;t add primaries:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, the support ship will not equip a new primary weapon into an empty bank.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay arrivals use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships arriving via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they exit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay departures use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships departing via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they enter.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris damage respects &#039;big damage&#039; flag:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Causes damage inflicted by debris to be limited by the &#039;big damage&#039; flag in the same way as damage inflicted by weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t limit change in speed due to physics whack:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the speed change due to physics whacks (collision, shockwave, etc.) is unlimited.  Without this flag, the speed change will be capped at 440 m/s if it exceeds 500 m/s.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$guards ignore protected attackers:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the AI will not guard against ships that have the &amp;quot;protect-ship&amp;quot; flag.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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 lose its mind 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;
===$default weapon select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$no warp camera:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, prevents the view from switching to the external camera when the player warps out.&lt;br /&gt;
*Note: this flag is deprecated and may get moved to another table without further notice.}}&lt;br /&gt;
&lt;br /&gt;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$strict turret-tagged-only targeting:===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*When set, newer turret-tagged-only behavior will be enabled.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3114 Mantis #3114].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$aspect bomb invulnerability fix:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs.  Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$glide decay requires thrust:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, gliding ships will maintain their current speed without decay as long as they aren&#039;t actively thrusting.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai can slow down when attacking big ships:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*When set, fighters attacking big ships will slow down depending on how long they&#039;ve been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it&#039;s been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use actual primary range:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$override radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, this value overrides the default distance for determining if a ship had reached a point in a model subsystem path. Useful to allow ships with high damp values to navigate subsystem paths when attacking a subsystem. Must be greater than or equal to 1. If &#039;&#039;&#039;&#039;&#039;$use POF radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set than this override value will only be used if the point in the subsystem path is less than 1 or invalid. &lt;br /&gt;
*5 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use POF radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, the distance for determining if a ship had reached a point in a model subsystem path will be the radius of that path point, not the default distance of 5.  &lt;br /&gt;
*Off by default. If this is set to YES and &#039;&#039;&#039;&#039;&#039;&#039;$override radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set to greater than or equal to 1, then the path point radius will be used. If the path point radius cannot be found or is less than 1 then override radius will be used if it is set to greater than or equal to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$lead indicator second-order prediction factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*This is a 0 to 1 multiplier of a factor to adjust the lead indicator to take into account a ship&#039;s rotational velocity as well as its velocity. This will directly affect autoaim, making it more accurate for turning enemies.&lt;br /&gt;
*This &#039;&#039;will&#039;&#039; make the lead indicator slightly jitterier in general, and does not properly take into account gliding. It is recommended to adjust the value to fit your situation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$no directional bias for missile and ship turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When enabled, this will cause ships and missiles to take direct turning paths to point at their target. This does not directly affect their turning time, but in many situations will result in more efficient paths and a better time-to-target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$respect ship axial turnrate differences:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will use the average of their pitch and heading turn times for their turn time on all axes. If this is enabled the ship will actually use the tabled values for each axis.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;&#039;&#039;:The AI will &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; take this into account when turning, it will always turn directly towards its target, even if it could bank and use a faster axis instead. Use this flag carefully, and make sure that their your ships have exactly the turn times you want for each axis.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$any ship with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on any ship to manage ETS for weapons and engines even if they do not have shields set to on. Do note that in Vanilla FS2, some capital ships can go much faster with this enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighters/bombers with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on fighters and bombers to manage ETS for weapons and engines even if they do have shields set to on.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ships playing dead don&#039;t manage ETS:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Prevents ships from managing their ETS is they are currently playing dead.  Managing ETS could lead to unexpected speed changes in ship-maneuver.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better combat collision avoidance for fightercraft:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while fighting, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance for fightercraft includes target:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance to include the target ship it might be attacking. Enabling this can help reduce collisions when attacking if ship speeds in your mod are higher than retail.   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better guard collision avoidance for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while guarding, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat guard avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better guarding collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===$firing requires exact los:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause turrets and AI weapons to only fire if they have a clear line of sight from their firing point to their target&#039;s ship&#039;s center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$exact los minimum detection radius:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*The minimum radius of objects that are considered for line-of-sight when using the &#039;&#039;$firing requires exact los:&#039;&#039; flag.  The default is 10.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved missile avoidance for fightercraft:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fighters/bombers will be much more effective at dodging missiles in general. Of note is that AI do not normally care about countermeasure effect range before dropping them (only distance less than 200m), with this flag, they will only drop them if within countermeasure range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI profile countermeasure chance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class profile countermeasure firing chance. By default Friendly ships always use the second value in &#039;&#039;&#039;$AI Countermeasure Firing Chance:&#039;&#039;&#039; from default AI profile. The older name of &amp;quot;$friendly ships use AI profile countermeasure chance:&amp;quot; also enables this flag. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved subsystem attack pathing:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fightercraft will use a somewhat more efficient and faster subsystem attack pathing method.&lt;br /&gt;
*Notably, this method &#039;&#039;does not&#039;&#039; use the path system. Using this flag, aside from docking and fighter bay paths, &#039;&#039;all other&#039;&#039; paths will be ignored and are no longer necessary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fixed ship-weapon collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Fixes an error in ship-weapon collisions which would occasionally cause them to not trigger when they should.&lt;br /&gt;
*Most obvious when projectiles would erroneously bypass a full shield quadrant and damage the hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI secondary range awareness:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Controls if the AI considers weapon range at all when selecting a secondary weapon to attempt to use. Currently available options are:&lt;br /&gt;
*&#039;RETAIL&#039;: The default. After performing filtering logic based on the target types and weapon flags, the AI will select the first valid secondary bank as its active one, regardless of range.&lt;br /&gt;
*&#039;AWARE&#039;: As retail, except that if a weapon is out of range it the AI will keep looking down the list to see if it has a weapon that is in range, and use that instead if it does. All other weapon selection and restriction logic still applies.}}&lt;br /&gt;
&lt;br /&gt;
===$no shield damage from ship collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Normally, the heavier ship in a collision will receive shield damage from the collision if it has one.&lt;br /&gt;
*This disables that, and causes all involved ships to only take hull damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$turret target recheck time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Defines the amount of time between target recalculation for turrets.&lt;br /&gt;
*Affects turret reaction time in all scenarios, acquiring a target from idle, re-affirming the current target, switching to a new target or even a new subsystem on the same target.&lt;br /&gt;
*Be aware setting this value too low can have an extreme performance impact. It is recommended to not set this below 30 ms.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*Default: 2000}}&lt;br /&gt;
&lt;br /&gt;
===$prevent negative turret ammo:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*By default, turrets with ammo would end up firing one extra shot, resulting in a -1 ammo. This flag corrects that behavior, so the ammo count is properly used. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix keep-safe-distance:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Allows any ship flying the keep-safe-distance behavior to turn toward its goal point. Without this flag, ships will fly into the distance in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI ignores aspect lock for leading:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*When off, AI fighters follows retail behavior of aiming directly at a target when using aspect lock missiles. When on AIs ignore this consideration and always lead their targets when attempting to aim at them.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: on}}&lt;br /&gt;
&lt;br /&gt;
===$fix good-rearm-time bug:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the &amp;quot;good rearm time&amp;quot; SEXP to correctly expire (revert to being a &amp;quot;bad rearm time&amp;quot;) at the end of the specified time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no continuous turn on attack:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Prevents an AI behavior where fighters/bombers will spin around for a second or two when they acquire a target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$remove-goal properly removes play-dead order:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes remove-goal to take the ship out of the play-dead AI mode when removing the play-dead goal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrivals not time limited:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes AI to always complete a bay arrival path, even if it takes longer than 10 seconds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use adjusted AI class autoscale:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes autoscaled AI classes to scale only based on the collection of autoscaled AI classes, not all AI classes.  This prevents autoscaled calculations from being skewed by the presence of non-autoscaled classes in the list.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$carry shield difficulty scaling bug:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Enables an erroneous behavior where player damage difficulty scaling is applied twice to damage from area blasts and shockwaves, greatly changing the effective difficulty scaling. This is a &#039;&#039;bug&#039;&#039; that should not be enabled, unless the mod was balanced during the time between 3.6.14 and 23.1 (mods [[Game_settings.tbl#.24Target_Version:|targeting within those versions]] automatically have this flag enabled).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows debris to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$asteroids affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows asteroids to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$dynamic goals afterburn hard:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Will cause all dynamic goals (such as a fighter defending itself, or a fighter chasing an attacker as part of a guard order) to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$player orders afterburn hard:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause all player orders to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use tactical disarm/disable:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Will cause disarm or disable orders issued by the hud squadmsg menu (i.e. player orders) to be &#039;tactical&#039; goals that do not cause the target to be protected from attack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use ai-form-on-wing-new:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Will cause form-on-wing orders issued by the hud squadmsg menu (i.e. player orders) to be the &#039;new&#039; variant that does not clear other goals assigned to the same ship/wing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$align to target when guarding stationary ship:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause ships to match the target&#039;s orientation when following a guard order, rather than facing directly away from the target which is the normal behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$rotation factor multiplier for player collisions:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Allows modders to have players experience rotational effects from collisions. This value is multiplied by the value of [https://wiki.hard-light.net/index.php/Ships.tbl#.2BRotation_Factor: $Collision Physics: +Rotation Factor:] in the ships table (which is specified for the ship class).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$fix avoid-shockwave bugs:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes a number of bugs affecting the behavior of AI ships trying to avoid ship or weapon shockwaves.  With this flag enabled, the AI will be aware of the correct homing position and impact position of the weapon being evaded, will check the correct ship for shockwave damage, and will properly update stale shockwave-avoidance data.  See PR 6378 for more details.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix standard strafe:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this will allow AI to be more effective when attacking big ships in standard strafe mode. With this flag off, there were edge cases where the AI would fly to a point to start a strafe, then think it would collide with the target and then retreat from strafe mode, only to realize it was now far enough to re-engage strafe mode, which commonly resulted in AI just flying around not accomplishing much. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe used more:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets if the AI tries to always entry strafe mode when attacking large ships even if there are no hostile fighters nearby. By default the AI will only entry strafe mode if the speed is below &#039;$standard strafe triggers under this speed:&#039; and enemy fighters are nearby.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe triggers under this speed:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the velocity under which the AI checks if they should enter strafe mode when attacking large ships. Setting this value higher, such as 40 if you ship&#039;s max speed is 100, and enabling $standard strafe used more:&#039; will result in the AI strafing by continually moving, instead of parking next to a big ship and blasting it while not moving. In other words, once a ship slows down during attacking, as soon as it drops below the tabled speed (and assuming strafe used more is turned on), it&#039;ll start to strafe instead of slowing down even more.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.0 m/s)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe distance from target bounding box:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the distance at which the AI flies away from their target&#039;s bounding box to attempt a strafing run when attacking large ships. Setting this value higher will result in ships doing fewer longer distance strafing runs.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe stops after time unhit:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the time duration of a strafing run when attacking a big ship if the attacking ship has not been hit. After this time elapses the AI will stop the current strafing run and loop back to logic of determining of whether or not to do another strafing run. Set higher to allow for longer duration strafing runs. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 20.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard uses big-orbit for target radius above:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the radius of a guardee ship that will trigger the guarder to use the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. This &#039;big guard&#039; mode differs from normal guard, where the AI will attempt to match the speed of the guardee if it is moving, and if it is stationary, it will fly somewhat randomly in circles around it.   &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 500.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard with big-orbit uses max speed percent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets maximum percent velocity of a guarder ship when it is using the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. By default, this value is 1.0, where the AI will fly around this cylindrical shape at full throttle. Value must be greater than 0 and less than or equal to 1. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)}}&lt;br /&gt;
&lt;br /&gt;
===$attack-any idle circle distance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Ships with the &#039;attack-any&#039; order will circle around an invisible point if there are no hostile present. This value sets the radius of how big of a circle to fly around while the AI waits for new hostiles to arrive.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 100.0)}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI Shield Manage Delay:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class shield manage delay. By default, Friendly ships always use the second value in &#039;&#039;&#039;AI Shield Manage Delay:&#039;&#039;&#039; from default AI profile.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI shield management bug:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes an edge-case bug with shield management where the AI will not direct shield energy to a quadrant if it was hit when that quadrant was down. In other words, if a shield quadrant is knocked down to 0 and continues to be shot the AI will not realize it needs to direct energy to that quadrant. Enabling this flag allows the AI to properly recognize which quadrant is in danger and needs additional recharge. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI balances shields instead of directs when attacked:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO AI on ships that manage shields will direct shield energy to a quadrant that was recently hit. If this flag is enabled the AI will always balance shields instead, which can be useful depending on the situation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$disable AI transferring energy:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Prevents AI ships from transferring energy between weapons and shields. AI ships are allowed to attempt transferring energy by default, but some mods may disable this feature for the mod and wish to also ensure the AI does not use it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$enable freespace 1 style missile behavior:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Weapons.tbl#.22freespace_1_missile_behavior.22|Can be applied on a per-weapon basis]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS uses ship class power output:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Connects the &#039;&#039;&#039;$Power Output:&#039;&#039;&#039; field in a ship class entry to the ETS system.  The ship&#039;s power output will serve as a multiplier for ETS energy flowing to guns, shields, and engines, modifying their recharge rates accordingly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS energy same regardless of system presence:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Pro-rates available ETS energy according to the number of systems available.  Normally, for ships without a shield system, FreeSpace behaves as if all shield energy is redirected to guns and engines.  Consequently, weapons and afterburner will recharge faster, and a ship&#039;s default speed will be higher, than if shields were present.  When this flag is enabled, available ETS energy is scaled so that the rates are the same in both situations.&lt;br /&gt;
*This flag presents certain trade-offs.  On one hand, this flag avoids the possibly surprising behavior of ships performing, in shieldless engagements, better than one might expect from the table entry.  On the other hand, see the next bullet point.&lt;br /&gt;
*Modders should consider both the gameplay and story aspects of this flag.  From an in-universe perspective, enabling this flag means that, on a shieldless ship, the energy that would otherwise go to shields is expended without effect and is wasted.  Or, looking at it another way, it means that upgrading a ship to have a shield system also entails upgrading the reactor to deliver 50% more energy.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&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;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&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 Missiles 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,  1.333,0.5,  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;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&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:        0.1,  0.2,  0.35, 0.5,  0.6&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;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&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;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         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>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=66308</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=66308"/>
		<updated>2025-09-03T02:58:31Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add $attack-any idle circle distance:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-12|72a11fd542671e849042a2e8de0f090e5cbdae0d}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ai_profiles.tbl&#039;&#039;&#039; 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;
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the &amp;quot;FS2 RETAIL&amp;quot; AI profile. It&#039;s usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.&lt;br /&gt;
&lt;br /&gt;
{{Table232| This table can also be called &#039;&#039;&#039;mission_profiles.tbl&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
{{Table232| Can also be extended with &#039;&#039;&#039;xxx-msp.tbm&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;reset last_hit_target_time for player hits&#039;&#039;&#039;}}&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;fix ramming stationary targets bug&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;huge turret weapons ignore bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix linked primary weapon decision bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent turrets targeting too distant bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix heat seekers homing on stealth ships bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;allow vertical dodge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai class bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ai guards specific ship in wing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai path order bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;aspect bomb invulnerability fix&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;use actual primary range&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fighters/bombers with no shields can manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;fixed ship-weapon collisions&#039;&#039;&#039;}}&lt;br /&gt;
{{Table220|&lt;br /&gt;
*&#039;&#039;&#039;fighterbay arrivals use carrier orientation&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent negative turret ammo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix keep-safe-distance&#039;&#039;&#039;}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;fix good-rearm-time bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;no continuous turn on attack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;remove-goal properly removes play-dead order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;ships playing dead don&#039;t manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table234|&lt;br /&gt;
*&#039;&#039;&#039;hud squad messages use tactical disarm/disable&#039;&#039;&#039;}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;debris damage respects &#039;big damage&#039; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;force beam turrets to use normal fov&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;guards ignore protected attackers&#039;&#039;&#039;}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;fix avoid-shockwave bugs&#039;&#039;&#039;}}&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;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be &#039;&#039;&#039;FS2 Retail&#039;&#039;&#039;, the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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. -1 means no limit.&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;
===$Max Weapon Friendly Fire Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly weapon fire, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Self Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by self-hits, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&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;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Missiles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Note: The alternative spelling &amp;quot;Missles&amp;quot; is also accepted for backwards compatibility reasons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
*This number is also checked when a ship checks for a new target, such as using the goal attack-any. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$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;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the time after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI&#039;s aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&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: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&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;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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 for an AI to hesitate about firing a secondary or homing turret weapon at the player. Values range from 0-6, at 0 they will frequently hesitate, at 6 they will never hesitate.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4&lt;br /&gt;
* Mechanic details: AIs are only allowed to fire homing secondaries or turrets with homing weapons at the player in a limited window of time. The window starts every ten seconds, and lasts (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) 7ths of that ten second cycle. Each ship has it&#039;s own cycle, so their windows are not all synchronized.&lt;br /&gt;
* Example: a value of 1 becomes 2/7ths, so ships can fire homing weapons at the player for roughly 2.85 seconds at a time, then are unable to fire them for 7.15 seconds.&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;
===$free afterburner use:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*If set, the AI will use afterburners in more situations.}}&lt;br /&gt;
&lt;br /&gt;
===$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 1.1 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;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$check communications for non-player ships:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, every ship will have the same communications subsystem restrictions as the player, including minimum strength to send messages and EMP scramble status.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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 *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable player secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, players are not allowed to dual-fire their secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$disable ai secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, AIs are not allowed to dual-fire their secondaries.}}&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;
===$fix ramming stationary targets bug:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, AI ships will try not to crash into stationary targets.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3147 Mantis #3147].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, ships that are on different teams and ships that are outside the player&#039;s squadron will be allowed to send death screams.  Additionally, the game will no longer cap a maximum number of screams per mission.  (This flag originated as a customization of message behavior for the Wing Commander Saga mod.)&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform less checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22fov_edge_checks.22|&amp;quot;fov edge checks&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22target_requires_fov.22|&amp;quot;target requires fov&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Normally, 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 flag to YES to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES; to get rid of retail behavior you would specify NO. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Default: NO.&lt;br /&gt;
* When no, when any secondary encounters any beam it is instantly destroyed regardless of if it is marked as interceptable, has a health value, or any other circumstance that would normally apply to interception by other weapons.&lt;br /&gt;
* When true, damage and health values are respected in these circumstances. Secondaries without hitpoints are still destroyed, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*By default, an aspect seeker that&#039;s been decoyed by a CM just flies straight forward, while a heatseeker in the same position will actively home in on the CM.  This flag makes aspect seekers match heatseeker behavior in this regard.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$support don&#039;t add primaries:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, the support ship will not equip a new primary weapon into an empty bank.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay arrivals use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships arriving via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they exit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay departures use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships departing via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they enter.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris damage respects &#039;big damage&#039; flag:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Causes damage inflicted by debris to be limited by the &#039;big damage&#039; flag in the same way as damage inflicted by weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t limit change in speed due to physics whack:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the speed change due to physics whacks (collision, shockwave, etc.) is unlimited.  Without this flag, the speed change will be capped at 440 m/s if it exceeds 500 m/s.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$guards ignore protected attackers:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the AI will not guard against ships that have the &amp;quot;protect-ship&amp;quot; flag.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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 lose its mind 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;
===$default weapon select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$no warp camera:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, prevents the view from switching to the external camera when the player warps out.&lt;br /&gt;
*Note: this flag is deprecated and may get moved to another table without further notice.}}&lt;br /&gt;
&lt;br /&gt;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$strict turret-tagged-only targeting:===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*When set, newer turret-tagged-only behavior will be enabled.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3114 Mantis #3114].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$aspect bomb invulnerability fix:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs.  Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$glide decay requires thrust:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, gliding ships will maintain their current speed without decay as long as they aren&#039;t actively thrusting.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai can slow down when attacking big ships:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*When set, fighters attacking big ships will slow down depending on how long they&#039;ve been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it&#039;s been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use actual primary range:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$override radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, this value overrides the default distance for determining if a ship had reached a point in a model subsystem path. Useful to allow ships with high damp values to navigate subsystem paths when attacking a subsystem. Must be greater than or equal to 1. If &#039;&#039;&#039;&#039;&#039;$use POF radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set than this override value will only be used if the point in the subsystem path is less than 1 or invalid. &lt;br /&gt;
*5 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use POF radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, the distance for determining if a ship had reached a point in a model subsystem path will be the radius of that path point, not the default distance of 5.  &lt;br /&gt;
*Off by default. If this is set to YES and &#039;&#039;&#039;&#039;&#039;&#039;$override radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set to greater than or equal to 1, then the path point radius will be used. If the path point radius cannot be found or is less than 1 then override radius will be used if it is set to greater than or equal to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$lead indicator second-order prediction factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*This is a 0 to 1 multiplier of a factor to adjust the lead indicator to take into account a ship&#039;s rotational velocity as well as its velocity. This will directly affect autoaim, making it more accurate for turning enemies.&lt;br /&gt;
*This &#039;&#039;will&#039;&#039; make the lead indicator slightly jitterier in general, and does not properly take into account gliding. It is recommended to adjust the value to fit your situation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$no directional bias for missile and ship turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When enabled, this will cause ships and missiles to take direct turning paths to point at their target. This does not directly affect their turning time, but in many situations will result in more efficient paths and a better time-to-target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$respect ship axial turnrate differences:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will use the average of their pitch and heading turn times for their turn time on all axes. If this is enabled the ship will actually use the tabled values for each axis.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;&#039;&#039;:The AI will &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; take this into account when turning, it will always turn directly towards its target, even if it could bank and use a faster axis instead. Use this flag carefully, and make sure that their your ships have exactly the turn times you want for each axis.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$any ship with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on any ship to manage ETS for weapons and engines even if they do not have shields set to on. Do note that in Vanilla FS2, some capital ships can go much faster with this enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighters/bombers with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on fighters and bombers to manage ETS for weapons and engines even if they do have shields set to on.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ships playing dead don&#039;t manage ETS:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Prevents ships from managing their ETS is they are currently playing dead.  Managing ETS could lead to unexpected speed changes in ship-maneuver.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better combat collision avoidance for fightercraft:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while fighting, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===$better guard collision avoidance for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while guarding, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat guard avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better guarding collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===$firing requires exact los:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause turrets and AI weapons to only fire if they have a clear line of sight from their firing point to their target&#039;s ship&#039;s center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$exact los minimum detection radius:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*The minimum radius of objects that are considered for line-of-sight when using the &#039;&#039;$firing requires exact los:&#039;&#039; flag.  The default is 10.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved missile avoidance for fightercraft:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fighters/bombers will be much more effective at dodging missiles in general. Of note is that AI do not normally care about countermeasure effect range before dropping them (only distance less than 200m), with this flag, they will only drop them if within countermeasure range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI profile countermeasure chance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class profile countermeasure firing chance. By default Friendly ships always use the second value in &#039;&#039;&#039;$AI Countermeasure Firing Chance:&#039;&#039;&#039; from default AI profile. The older name of &amp;quot;$friendly ships use AI profile countermeasure chance:&amp;quot; also enables this flag. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved subsystem attack pathing:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fightercraft will use a somewhat more efficient and faster subsystem attack pathing method.&lt;br /&gt;
*Notably, this method &#039;&#039;does not&#039;&#039; use the path system. Using this flag, aside from docking and fighter bay paths, &#039;&#039;all other&#039;&#039; paths will be ignored and are no longer necessary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fixed ship-weapon collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Fixes an error in ship-weapon collisions which would occasionally cause them to not trigger when they should.&lt;br /&gt;
*Most obvious when projectiles would erroneously bypass a full shield quadrant and damage the hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI secondary range awareness:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Controls if the AI considers weapon range at all when selecting a secondary weapon to attempt to use. Currently available options are:&lt;br /&gt;
*&#039;RETAIL&#039;: The default. After performing filtering logic based on the target types and weapon flags, the AI will select the first valid secondary bank as its active one, regardless of range.&lt;br /&gt;
*&#039;AWARE&#039;: As retail, except that if a weapon is out of range it the AI will keep looking down the list to see if it has a weapon that is in range, and use that instead if it does. All other weapon selection and restriction logic still applies.}}&lt;br /&gt;
&lt;br /&gt;
===$no shield damage from ship collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Normally, the heavier ship in a collision will receive shield damage from the collision if it has one.&lt;br /&gt;
*This disables that, and causes all involved ships to only take hull damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$turret target recheck time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Defines the amount of time between target recalculation for turrets.&lt;br /&gt;
*Affects turret reaction time in all scenarios, acquiring a target from idle, re-affirming the current target, switching to a new target or even a new subsystem on the same target.&lt;br /&gt;
*Be aware setting this value too low can have an extreme performance impact. It is recommended to not set this below 30 ms.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*Default: 2000}}&lt;br /&gt;
&lt;br /&gt;
===$prevent negative turret ammo:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*By default, turrets with ammo would end up firing one extra shot, resulting in a -1 ammo. This flag corrects that behavior, so the ammo count is properly used. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix keep-safe-distance:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Allows any ship flying the keep-safe-distance behavior to turn toward its goal point. Without this flag, ships will fly into the distance in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI ignores aspect lock for leading:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*When off, AI fighters follows retail behavior of aiming directly at a target when using aspect lock missiles. When on AIs ignore this consideration and always lead their targets when attempting to aim at them.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: on}}&lt;br /&gt;
&lt;br /&gt;
===$fix good-rearm-time bug:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the &amp;quot;good rearm time&amp;quot; SEXP to correctly expire (revert to being a &amp;quot;bad rearm time&amp;quot;) at the end of the specified time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no continuous turn on attack:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Prevents an AI behavior where fighters/bombers will spin around for a second or two when they acquire a target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$remove-goal properly removes play-dead order:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes remove-goal to take the ship out of the play-dead AI mode when removing the play-dead goal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrivals not time limited:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes AI to always complete a bay arrival path, even if it takes longer than 10 seconds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use adjusted AI class autoscale:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes autoscaled AI classes to scale only based on the collection of autoscaled AI classes, not all AI classes.  This prevents autoscaled calculations from being skewed by the presence of non-autoscaled classes in the list.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$carry shield difficulty scaling bug:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Enables an erroneous behavior where player damage difficulty scaling is applied twice to damage from area blasts and shockwaves, greatly changing the effective difficulty scaling. This is a &#039;&#039;bug&#039;&#039; that should not be enabled, unless the mod was balanced during the time between 3.6.14 and 23.1 (mods [[Game_settings.tbl#.24Target_Version:|targeting within those versions]] automatically have this flag enabled).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows debris to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$asteroids affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows asteroids to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$dynamic goals afterburn hard:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Will cause all dynamic goals (such as a fighter defending itself, or a fighter chasing an attacker as part of a guard order) to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$player orders afterburn hard:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause all player orders to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use tactical disarm/disable:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Will cause disarm or disable orders issued by the hud squadmsg menu (i.e. player orders) to be &#039;tactical&#039; goals that do not cause the target to be protected from attack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use ai-form-on-wing-new:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Will cause form-on-wing orders issued by the hud squadmsg menu (i.e. player orders) to be the &#039;new&#039; variant that does not clear other goals assigned to the same ship/wing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$align to target when guarding stationary ship:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause ships to match the target&#039;s orientation when following a guard order, rather than facing directly away from the target which is the normal behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$rotation factor multiplier for player collisions:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Allows modders to have players experience rotational effects from collisions. This value is multiplied by the value of [https://wiki.hard-light.net/index.php/Ships.tbl#.2BRotation_Factor: $Collision Physics: +Rotation Factor:] in the ships table (which is specified for the ship class).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$fix avoid-shockwave bugs:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes a number of bugs affecting the behavior of AI ships trying to avoid ship or weapon shockwaves.  With this flag enabled, the AI will be aware of the correct homing position and impact position of the weapon being evaded, will check the correct ship for shockwave damage, and will properly update stale shockwave-avoidance data.  See PR 6378 for more details.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix standard strafe:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this will allow AI to be more effective when attacking big ships in standard strafe mode. With this flag off, there were edge cases where the AI would fly to a point to start a strafe, then think it would collide with the target and then retreat from strafe mode, only to realize it was now far enough to re-engage strafe mode, which commonly resulted in AI just flying around not accomplishing much. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe used more:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets if the AI tries to always entry strafe mode when attacking large ships even if there are no hostile fighters nearby. By default the AI will only entry strafe mode if the speed is below &#039;$standard strafe triggers under this speed:&#039; and enemy fighters are nearby.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe triggers under this speed:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the velocity under which the AI checks if they should enter strafe mode when attacking large ships. Setting this value higher, such as 40 if you ship&#039;s max speed is 100, and enabling $standard strafe used more:&#039; will result in the AI strafing by continually moving, instead of parking next to a big ship and blasting it while not moving. In other words, once a ship slows down during attacking, as soon as it drops below the tabled speed (and assuming strafe used more is turned on), it&#039;ll start to strafe instead of slowing down even more.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.0 m/s)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe distance from target bounding box:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the distance at which the AI flies away from their target&#039;s bounding box to attempt a strafing run when attacking large ships. Setting this value higher will result in ships doing fewer longer distance strafing runs.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe stops after time unhit:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the time duration of a strafing run when attacking a big ship if the attacking ship has not been hit. After this time elapses the AI will stop the current strafing run and loop back to logic of determining of whether or not to do another strafing run. Set higher to allow for longer duration strafing runs. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 20.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard uses big-orbit for target radius above:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the radius of a guardee ship that will trigger the guarder to use the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. This &#039;big guard&#039; mode differs from normal guard, where the AI will attempt to match the speed of the guardee if it is moving, and if it is stationary, it will fly somewhat randomly in circles around it.   &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 500.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard with big-orbit uses max speed percent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets maximum percent velocity of a guarder ship when it is using the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. By default, this value is 1.0, where the AI will fly around this cylindrical shape at full throttle. Value must be greater than 0 and less than or equal to 1. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)}}&lt;br /&gt;
&lt;br /&gt;
===$attack-any idle circle distance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Ships with the &#039;attack-any&#039; order will circle around an invisible point if there are no hostile present. This value sets the radius of how big of a circle to fly around while the AI waits for new hostiles to arrive.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 100.0)}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI Shield Manage Delay:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class shield manage delay. By default, Friendly ships always use the second value in &#039;&#039;&#039;AI Shield Manage Delay:&#039;&#039;&#039; from default AI profile.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI shield management bug:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes an edge-case bug with shield management where the AI will not direct shield energy to a quadrant if it was hit when that quadrant was down. In other words, if a shield quadrant is knocked down to 0 and continues to be shot the AI will not realize it needs to direct energy to that quadrant. Enabling this flag allows the AI to properly recognize which quadrant is in danger and needs additional recharge. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI balances shields instead of directs when attacked:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO AI on ships that manage shields will direct shield energy to a quadrant that was recently hit. If this flag is enabled the AI will always balance shields instead, which can be useful depending on the situation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$disable AI transferring energy:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Prevents AI ships from transferring energy between weapons and shields. AI ships are allowed to attempt transferring energy by default, but some mods may disable this feature for the mod and wish to also ensure the AI does not use it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$enable freespace 1 style missile behavior:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Weapons.tbl#.22freespace_1_missile_behavior.22|Can be applied on a per-weapon basis]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS uses ship class power output:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Connects the &#039;&#039;&#039;$Power Output:&#039;&#039;&#039; field in a ship class entry to the ETS system.  The ship&#039;s power output will serve as a multiplier for ETS energy flowing to guns, shields, and engines, modifying their recharge rates accordingly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS energy same regardless of system presence:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Pro-rates available ETS energy according to the number of systems available.  Normally, for ships without a shield system, FreeSpace behaves as if all shield energy is redirected to guns and engines.  Consequently, weapons and afterburner will recharge faster, and a ship&#039;s default speed will be higher, than if shields were present.  When this flag is enabled, available ETS energy is scaled so that the rates are the same in both situations.&lt;br /&gt;
*This flag presents certain trade-offs.  On one hand, this flag avoids the possibly surprising behavior of ships performing, in shieldless engagements, better than one might expect from the table entry.  On the other hand, see the next bullet point.&lt;br /&gt;
*Modders should consider both the gameplay and story aspects of this flag.  From an in-universe perspective, enabling this flag means that, on a shieldless ship, the energy that would otherwise go to shields is expended without effect and is wasted.  Or, looking at it another way, it means that upgrading a ship to have a shield system also entails upgrading the reactor to deliver 50% more energy.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&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;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&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 Missiles 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,  1.333,0.5,  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;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&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:        0.1,  0.2,  0.35, 0.5,  0.6&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;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&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;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         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>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=66294</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=66294"/>
		<updated>2025-08-13T12:22:32Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add $Skybox internal depth consistency:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-10|642111676012bc6696f4024c40296a6c20b3b958}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;game_settings.tbl&#039;&#039;&#039;, also known as mod.tbl, defines options that can be changed globally.  All settings are optional.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl#$Target_Version:|target version]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table220|&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Turret_Collisions:|Fixed Turret Collisions]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Missile_Detonation:|Fixed Missile Detonation]]&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Damage_All_Object_Types_Once:|Shockwaves Damage All Object Types Once]]&lt;br /&gt;
*[[game_settings.tbl#$AI_use_framerate_independent_turning:|AI use framerate independent turning]]&lt;br /&gt;
*[[game_settings.tbl#$Use_host_orientation_for_set-camera-facing:|Use host orientation for set-camera-facing]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table230|&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Inherit_Parent_Weapon_Damage_Type:|Shockwaves Inherit Parent Weapon Damage Type]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Chaining_To_Repeating_Events:|Fixed Chaining To Repeating Events]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*[[game_settings.tbl#$Calculate_subsystem_hitpoints_after_parsing:|Calculate subsystem hitpoints after parsing]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GAME SETTINGS==&lt;br /&gt;
Contains settings that affect how the engine works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Version:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Specifies the minimum version of FreeSpace Open that this mod supports. If the version specified here is greater than the version of the current build, an error message is displayed.&lt;br /&gt;
}}&lt;br /&gt;
{{Table381|&lt;br /&gt;
The $Minimum version option has been renamed to $Target Version. The old name is kept with the same functionality for backwards-compatibility.&lt;br /&gt;
&lt;br /&gt;
The target version specifies what version of the FSO engine this mod was created for. It will be used by the engine to enable or disable backwards-incompatible changes by default. The default value is 2.0 which specifies that the mod targets the retail engine version.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Major:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the major component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Minor:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the minor component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;7&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Build:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the build component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Revision:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any).&lt;br /&gt;
For nightly builds this is the date in YYYYMMDD format.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;20151121&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window title:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the name of the FSO window when this mod is running. If blank or unspecified, the window will have the default title of &amp;quot;FreeSpace 2&amp;quot;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window icon:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the icon filename of the FSO window when this mod is running. If blank or unspecified, the window will have the default icon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod title:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the title of the mod and will be displayed at the mainhall near the FSO version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod title on its own.  Previously, the mod version was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod version:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the version of the mod and will be displayed at the mainhall near the FSO version. Can be a string or it can be semantic versioning such as 2.0.0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod version on its own.  Previously, the mod title was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unicode mode:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Enabled the Unicode text mode for this mod. In Unicode mode all text is assumed to be UTF-8 encoded Unicode and certain features are disabled if they do not have full Unicode support. Most notably, if this is enabled then the engine will no longer support the old bitmap fonts that were used by Retail FreeSpace. Only the newer TrueType fonts will be supported.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash screens:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Defines a list of splash screens that FSO can display upon game startup. The actual image displayed is chosen at random from the applicable entries. Entries with exact aspect ratio matches will be prioritized first, followed by aspect ratio ranged matches, followed by entries without an aspect ratio specified.}}&lt;br /&gt;
&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The name of the bitmap to use as a splash screen. Extension will be removed if included.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Bitmap: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio matches the specified number within +/- 0.01.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Min:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at least the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Min: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Max:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at most the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Max: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade in time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade in.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade out time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Center splash logo:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets whether the splash logo will be displayed in the middle of the screen.  If this is false (the default), it will be displayed at the top-left.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable FSO Internal Loadout Restoration System:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
When the player configures the ships and weapons of the wings in the loadout screen, FSO will remember these settings and attempt to apply them again if the player quits the mission and comes back to it later.  FSO will only remember the most recent mission&#039;s loadout, so it will not attempt to restore the loadout if the player loads a different mission.  It will also not attempt this if the mission&#039;s &#039;&#039;$Modified:&#039;&#039; date has changed.  This flag can be used to prevent FSO from attempting restoration even if it normally would.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==#LOCALIZATION SETTINGS==&lt;br /&gt;
Contains various settings related to localization and language support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use tabled strings for the default language:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Causes the game to use the text in strings.tbl and tstrings.tbl even when the current language is English.  By default, the game will use the literal text in the source code and the data files (tables and missions) and will not look up the entry when the language is English.  For other languages, the translation is always used, if it exists, regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t pre-empt training message voice:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Prevents training messages from being interrupted by other training messages.  If a training message has a voice file associated with it, or simulated speech is active, the next message will not be played until the current message has finished.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
This group contains various Campaign related settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Ignored Campaign File Names===&lt;br /&gt;
Defines which campaigns, if present, will not appear in the Campaign Room. In the original implementation, only single-player campaigns could be ignored and file extensions were required, but see below.&lt;br /&gt;
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}&lt;br /&gt;
{{Table382|As of 3.8.2, file name comparisons are not case sensitive and multiplayer campaigns can be ignored.}}&lt;br /&gt;
====$Campaign File Name:====&lt;br /&gt;
File name of the campaign to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===#Ignored Mission File Names===&lt;br /&gt;
{{Table382|Defines which standalone missions, if present, will not appear in the Tech Room or Multiplayer Lobby.  Both single-player and multiplayer missions can be ignored, but missions which appear in a campaign cannot.  File extensions are not required and, if present, are removed by the code.  File name comparisons are not case sensitive.&lt;br /&gt;
====$Mission File Name:====&lt;br /&gt;
File name of the mission to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Red-alert applies to delayed ships:===&lt;br /&gt;
{{Table372|Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#HUD SETTINGS==&lt;br /&gt;
This group contains various HUD behavior settings and overrides&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 0 ms&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene camera displays HUD:===&lt;br /&gt;
Show the HUD when the cutscene camera is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Full color head animations:===&lt;br /&gt;
Enables full-color head ANIs. Normal head ANIs will appear in gray.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t automatically select a turret when targeting a ship:===&lt;br /&gt;
{{Table220|Uses FS1 behavior where targeting a new ship did not target any turrets.  In FS2 a turret is automatically targeted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supernova hits at zero:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Adjusts the HUD timer so that the timer reaches zero when the supernova hits the player.  The actual timing is not affected -- whether the flag is enabled or not, the supernova will always hit the player when 5 seconds remain in the time specified in the sexp.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always warn player about unbound keys used in Directives Gauge:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Ensures that the &amp;quot;Key Unbound&amp;quot; message will pop up for a directive with an unbound key in any single-player mission, not just a training mission. Note, that the default string (index 426) will still say &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with training.&amp;quot; Thus, it is advised to change the string at index 426 using the -lcl.tbm to &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with this mission.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD drop shadows enabled by default:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If this flag is active, certain elements displayed on the HUD (all text, the main targeting reticle, and the background of the ETS gauges) will have a &amp;quot;drop shadow&amp;quot; effect.  Note that whether or not the flag is active, the player can set this using the &amp;quot;Toggle HUD Drop Shadows&amp;quot; control.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify scanning behavior:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Unifies scanning behavior between subsystem, regular, and cargo allowing missions to use all scan types in all situations.&lt;br /&gt;
*Also allows changing the &amp;quot;Cargo:&amp;quot; text line in a mission by adding &amp;quot;$Cargo Title: STRING&amp;quot; after the &amp;quot;$Cargo 1:&amp;quot; or &amp;quot;$Cargo 2:&amp;quot; lines in the mission file. FRED UI support not yet added for $Cargo Title so you have to do it manually.&lt;br /&gt;
*When this flag is enabled, all ships, no matter the ship class, will react the same way to the cargo-related or scanning-related ship flags:&lt;br /&gt;
**They are not scannable by default&lt;br /&gt;
**Setting the &amp;quot;scannable&amp;quot; flag makes them scannable, and scanning the subsystem will reveal the cargo&lt;br /&gt;
**A new flag available with alter-ship-flag, &amp;quot;no-scanned-cargo&amp;quot;, changes the behavior to scanned/unscanned instead of revealing the cargo&lt;br /&gt;
**The &amp;quot;toggle-subsystem-scanning&amp;quot; flag must be set to swap full-ship scanning mode into subsystem scanning mode and works for all ship types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t show callsigns in the escort list:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
By default, callsigns are shown in the escort list using the same format as in the target box.  If this flag is active, callsigns will not be displayed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
This group contains SEXP settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this allows all events in a chain to repeat, instead of only the last one.  It makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Chaining To Repeating Events:===&lt;br /&gt;
{{Table230|When set, this makes event chaining to repeated events work as designed - that is, the chained event will only be evaluated after the chain delay.  If the repeating event&#039;s interval is shorter than the chain delay, then the delay countdown will continually be restarted until all repetitions have completed.  Without this flag, FSO will emulate retail behavior which, due to a bug, allowed chained events to be evaluated immediately after a repeating event is first evaluated.&lt;br /&gt;
&lt;br /&gt;
NOTE: Although the name does not reflect it, the same issue affects repeating events that are evaluated by &amp;lt;tt&amp;gt;is-event-true-delay&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;is-event-false-delay&amp;lt;/tt&amp;gt;.  Without this flag, FSO will emulate retail behavior which causes these SEXP operators to ignore any delay when evaluating repeated events.  With this flag, the delay will be measured from when the final repeat iteration occurs.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Use host orientation for set-camera-facing:===&lt;br /&gt;
{{Table220|When set, this will take into account the host orientation for cutscene cameras.  This is a bugfix for [https://github.com/scp-fs2open/fs2open.github.com/issues/3889 GitHub issue #3889].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle uses pixels:===&lt;br /&gt;
{{Table222|When set, SEXPs which display subtitles will read their arguments as pixels, not percentages.  If &amp;lt;code&amp;gt;$Show-subtitle base resolution:&amp;lt;/code&amp;gt; is set, these pixels will be scaled up or down as needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle base resolution:===&lt;br /&gt;
{{Table222|When set, subtitles are assumed to display at the appropriate size in the specified resolution, and will be scaled up or down if the current screen resolution is different.  If this is not set, or is set to a resolution less than (640, 480), subtitles will not be scaled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD-set-coords base resolution:===&lt;br /&gt;
{{Table232|The hud-set-coords SEXP has always used exact pixels, without regard for the current screen resolution.  This setting enables a similar scaling mechanism as &#039;&#039;$Show-subtitle base resolution:&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$$Always Show Directive Value Count:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If this setting is enabled, Directive-as-Value values in Directives will always show the number. By default this is disabled, and only values &amp;gt; 1 are shown. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
This group contains settings related to graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; (0-3)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (very high)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Briefing Window FOV:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375; some previous versions of FSO used a value of 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (0.0 to 1.0)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.29375&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Generic Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of the pain red flash when the player is hit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of a pain flash when the player&#039;s shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the intensity of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Color:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the RGB color value of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: Color, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(255, 255, 127)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$BMPMAN Slot Limit:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Determines the maximum number of textures that can be loaded simultaneously. This includes every frame of an animation, unless that animation is streaming (e.g. command briefing animations, message talking heads, etc). Also includes dynamically-created textures (used internally for various functions).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Int&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 3500&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;4750&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 10)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the EMP lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (255, 255, 10)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the damage lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the damage lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Requires Rendering Feature:===&lt;br /&gt;
{{Table210|Needs description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Render player muzzle flashes in cockpit:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether muzzle flashes will be shown within the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which glowpoints are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shield effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which thruster flares are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether beam weapons will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which beam effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 4.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a beam effect affects its visibility. This is multiplied by the radius of the beam and added to the above for the final value. This results in larger beams being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether lasers, missiles, countermeasures, etc will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Weapon visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which laser-type weapons are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.3}}&lt;br /&gt;
&lt;br /&gt;
====+$Trail visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which trails (weapon and ship contrails) are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Shockwave visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shockwave effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 2.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Particles affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether particle effects, including impact effects, will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which particle effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a particle effect affects its visibility. This is multiplied by the radius of the particle and added to the above for the final value. This results in larger particles being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fireballs affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether fireballs from ship explosions will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which fireballs are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a fireball affects its visibility. This is multiplied by the radius of the fireball and added to the above for the final value. This results in larger fireballs being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Quality Default:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the default level for shadow quality if the &#039;enable_shadows&#039; command line is used and &#039;shadow_quality&#039; is not used. By default, the FSO will set the shadow detail level to 2. Valid values are 0 (shadows disabled), 1 (Low, 512x512 shadow map), 2 (Medium, 1024x1024 shadow map), 3 (High, 2048x2048 shadow map), or 4 (Ultra, 4096x4096). Note, the command line &#039;shadow_quality&#039; will override any value set here.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the game scene uses. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(200.0, 600.0, 2500.0, 8000.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances Cockpit:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the cockpit pass scene uses. Will only shadow the cockpit model, and does not interact with the external game scene shadow map. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(0.25, 0.75, 1.5, 3.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Techroom:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the techroom.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Cockpit:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on the player cockpit in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Weapons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on weapons in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Ships:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship Casts Shadow:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When cockpit shadows are enabled, enabling this setting will cause the players ship model shown with &amp;quot;show ship&amp;quot; to cast shadow onto the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Model And Cockpit Share Coordinate Space:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When having the &amp;quot;show ship&amp;quot; flag enabled and cockpit models for a ship, this flag should be on if the cockpits can fit into the actual geometry of the ship model. Disable this flag if this is not the case and the cockpit needs to be rendered on top of the ship regardless of actual coordinates. If this can be enabled, the external show ship model can be rendered using deferred rendering.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship enabled only if Cockpits enabled:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Enabling this setting will only use the &#039;show-ship&#039; flag if cockpits are enabled. Useful if your ship uses both &#039;show-ship&#039; and cockpits that exist within the &#039;show-ship&#039; space, and you want to allow players to toggle off cockpits. Note, &#039;show-ship&#039; always only appears if in first-person view. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Thrusters:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Thrusters:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Beams:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that beams will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Muzzle Flashes:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that muzzle flashes will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Trails:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that trails will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Lasers:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that lasers will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Length:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest length that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Radius:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest radius that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Easing Value:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Smooths out the behavior of maneuvering thruster flares the higher above 0 it is.&lt;br /&gt;
*This is the exponential time constant for the visual flare length to reach it&#039;s true length.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SCPUI attempts to load hires animations:===&lt;br /&gt;
{{Table230| &lt;br /&gt;
*Prevents SCPUI from trying to load anims prefixed with &amp;quot;2_&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: true}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table230| &lt;br /&gt;
===$Max draw distance:===&lt;br /&gt;
===$Min draw distance:===&lt;br /&gt;
*These values do more than just cutoff the visuals at certain distances, and they must be adjusted carefully to ensure unintentional rendering artifacts are not introduced.&lt;br /&gt;
*The rendering engine has limited amount of &#039;depth resolution&#039;, the degree to which it can tell a certain polygon is closer or farther away than another. When two polygons are too close, they will Z-fight, picking arbitrarily which is closer. It is the span between the min and max draw distance that determines how well the engine can determine depth, if they are too far from one another, the Z-fighting will become more common as it has to spread its resolution over a wider range. If they are close, Z-fighting will be lessened at the cost of a smaller range of distance able to be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*Default Values: 10,000,000,000 and 1, respectively&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table232| &lt;br /&gt;
===$Randomize particle rotation:===&lt;br /&gt;
*Particle bitmaps are typically screen-aligned; the upper portion of the bitmap will always be mapped to the upper portion of the particle, from the point of view of the camera. Enabling this option makes &#039;&#039;all&#039;&#039; particles have a random &#039;tilt&#039; in an arbitrary direction when created.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable shield effects:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies if FSO attempts to use the shield mesh impact effects. Enabling this flag will prevent the game from preforming any shield mesh effect code, which can be useful if a mod does not use those shield mesh effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#NETWORK SETTINGS==&lt;br /&gt;
This group contains network-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2NetD port:===&lt;br /&gt;
*(description required)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default object update level for multiplayer:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the distances default object update rate  for multiplayer matches. By default, the FSO will set the object update level to 2. Valid values are 0 (Low), 1 (Medium), 2 (High), 3 (LAN). FSO caps the bandwidth it uses based on these settings, but they were designed for connections from 1999. LAN has the least restrictive limits and does not require an actual LAN connection. Also, if a player&#039;s connection is within the dial-up speed range then game auto force the use of the lowest level during a match.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SOUND SETTINGS==&lt;br /&gt;
This group contains sound-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Sound Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default sound fx volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Music Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default music volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.5&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Voice Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default voice volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use weapon class impact sounds for hits to player:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows weapons that hit the player to play their specific impact sounds, not the hard-coded default sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Play thruster sounds for the player:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If the player&#039;s ship has thruster sounds defined, this will ensure they are played like normal, since they are typically suppressed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify minimum engine sound:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Allows $Minimum Engine Volume in ships.tbl to work for all ship classes. By default, that value only triggers for non-huge ships. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Disabled or disrupted engines are silent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
If set, engines will not play their engine noise if the ship is disabled or a disrupted (such as disruptions caused by an active EMP effect or a weapon with the &amp;quot;electronics&amp;quot; flag).  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#FRED SETTINGS==&lt;br /&gt;
This group contains settings for FRED. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable Hard Coded Message Head Ani Files:===&lt;br /&gt;
{{table371|&lt;br /&gt;
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Add Message Head Ani Files:===&lt;br /&gt;
{{table224|&lt;br /&gt;
FRED will append each +Head entry listed below to the head ani selection list in the Event Editor.}}&lt;br /&gt;
&lt;br /&gt;
====+Head:====&lt;br /&gt;
{{table224|&lt;br /&gt;
The head ani filename to add. Extensions will be stripped if included.&lt;br /&gt;
NOTE: Pay attention to file names or anis with a,b, c variation not display in-game (unless called directly). Proper name seems to be Head-xxxNa, Head-xxxNb, with N being some number and XXX being whatever you want. Needs further testing and confirmation &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Head: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable scripting in FRED:===&lt;br /&gt;
{{table382|&lt;br /&gt;
If set, scripting will be enabled in FRED. Use with extreme caution. The effects of scripts on FRED have not been fully tested. You can check if a script is running in FRED by using ba.inMissionEditor().&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED Briefing window resolution:===&lt;br /&gt;
{{table224|&lt;br /&gt;
The width and height of the briefing window in FRED. Defaults to 888x371. Note that changing this only affects FRED and can cause a mismatch to the ingame briefing view which defaults to 888x371 (or 555x232 for 640 base res).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;integer, integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;888,371&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ignore Music Files In Music Player:===&lt;br /&gt;
{{table232|Music files in this section will not be added to FRED&#039;s built-in music player.}}&lt;br /&gt;
====+File:====&lt;br /&gt;
{{table232|Specifies a file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;string&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED spacemouse nonlinearities:===&lt;br /&gt;
{{table232|&lt;br /&gt;
Allows setting custom nonlinearities and scaling for controlling FRED with a spacemouse.&lt;br /&gt;
}}&lt;br /&gt;
====+Sideways exponent:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The exponent for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Sideways scale:====&lt;br /&gt;
{{table232|The multiplier for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch exponent:====&lt;br /&gt;
{{table232|The exponent for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch scale:====&lt;br /&gt;
{{table232|The multiplier for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank exponent:====&lt;br /&gt;
{{table232|The exponent for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank scale:====&lt;br /&gt;
{{table232|The multiplier for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading exponent:====&lt;br /&gt;
{{table232|The exponent for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading scale:====&lt;br /&gt;
{{table232|The multiplier for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Skybox internal depth consistency:===&lt;br /&gt;
{{table250|If enabled, this will allow skyboxes that use submodels to render the submodels with proper Z-sorting if the &#039;No Z-Buffer&#039; check box is set to on in FRED. In other words, parts of the skybox closer to the origin point will render in front of sections further away, as might be expected. This flag is enabled by default for FSO versions &amp;gt;= 25.0.}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;YES&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
This group contains miscellaneous settings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret&#039;s barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Missile Detonation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*When this flag is set, missiles which reach the center of a submodel will not detonate immediately; they will delay detonation until they have traveled another radius of the submodel.  This fixes missile impacts to submodels whose center lies outside the geometry of the submodel.  In other words, without this flag, a missile might detonate in the middle of the &amp;quot;bowl&amp;quot; of a concave submodel; with this flag, the missile will travel to the other side of the submodel before it detonates.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the 3d ship select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ships in ship/weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapon select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the 3d weapon select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapons in weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d overhead ship:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship overhead view instead of a bitmap in weapon select&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default overhead ship style:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*This specifies which style of overhead view to use if 3d overhead view is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;ROTATE&amp;quot; or &amp;quot;TOPVIEW&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always refresh selected weapon when viewing loadout:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*When set to true, this always refreshes the weapon shown in view box on the right side of the screen when opening the weapon loadout view. This ensures the viewed weapon is one that can actually be on the selected ship when first clicking on the weapon loadout screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents&#039; collision group setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flight controls follow eyepoint orientation:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that if the player ship&#039;s eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams Use Damage Factors:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default fiction viewer UI:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies which fiction viewer layout to use in missions that don&#039;t specify one. Possible values are as follows:&lt;br /&gt;
**&amp;quot;FS2&amp;quot;: Standard layout. Requires (2_)fictionviewer and (2_)fictionviewer-m to be present in data\interface.&lt;br /&gt;
**&amp;quot;WCS&amp;quot;: Moves the &amp;quot;Accept&amp;quot; button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.&lt;br /&gt;
**&amp;quot;auto&amp;quot;: Selects &amp;quot;WCS&amp;quot; if the appropriate files are present; otherwise, selects &amp;quot;FS2&amp;quot;. This is the default setting.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Movie subtitle font:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Specifies which font should be used for displaying subtitles in the cutscene player. This should be the name given to this font in the fonts table. Since movie subtitles can contain Unicode text it is a good idea to enable Unicode mode when movie subtitles are used but this is not enforced by this option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable built-in translations:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Turns off hard-coded translations, e.g. Transport -&amp;gt; Transporter in German.  All strings will either use their XSTR entry or else not be translated.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon shockwave damage respects huge ship flags:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Controls whether weapon shockwaves will respect the huge/supercap ship flags.  In retail they do not.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable external default scripts:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Enables the loading of external scripts with the same name as a built-in script. Otherwise, uses the version of the script included in the executable (currently, just cfile_require.lua).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines the speed the player must reach to warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;40.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target warpout match percent:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines how close to the warpout speed the player needs to be to actually warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.05&#039;&#039;&#039;&#039;&#039; (5%)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum player warpout time:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*The [[Ships.tbl#.24Warpout_Engage_Time:|default amount of time]], in seconds, warping out will take before actually starting to check whether the player is the right speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable in-game options:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Mode whereby various settings can be modified by FSO while it&#039;s still running, rather than being set by the launcher before execution. By default is now ON, and can be accessed by going to the Options menu and pressing F3. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;YES&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Shockwave Default Multiplier:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Amount of damage, as a multiple of normal shockwave damage, assigned to a weapon&#039;s [[Weapons.tbl#.24Dinky shockwave:|dinky shockwave]] by default. To get the same behavior FSO had from 2005-2019, set this to 0.25.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Always Damage Bombs:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Enables all bombs being damaged by shockwaves. Previously only those marked with flags could be damaged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Damage All Object Types Once:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Keeps any object from being damaged more than once by a shockwave.  The default behavior is for asteroids and flagged missiles to be damaged every frame by the shockwave.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Inherit Parent Weapon Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When enabled, the shockwaves of weapons that have a defined damage type automatically inherit that damage type, rather than dealing &amp;quot;typeless&amp;quot; damage. As this behavior is more intuitive than when this flag is disabled, mods targeting 22.4 or newer versions of FSO will have it enabled by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039; for mods targeting 22.4 or newer versions of FSO, otherwise &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When combined with &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot;, this string is added to the inherited damage type to define the shockwave&#039;s damage type. For example, if a weapon has the damage type &amp;quot;heavy&amp;quot; and the provided suffix is &amp;quot;-shock&amp;quot;, then that weapon&#039;s shockwave&#039;s damage type would default to &amp;quot;heavy-shock&amp;quot;.&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Dinky Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Inherited Shockwave Damage Type Added Suffix:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If a weapon&#039;s shockwave doesn&#039;t have a damage type set, it will have this damage type instead (when &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot; is enabled, this will only be used if the weapon itself also doesn&#039;t have a damage type set).&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Dinky Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Default Shockwave Damage Type:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Engine Wash Intensity:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Allows the game to use the [[ships.tbl#.24Intensity::|Intensity]] value when calculating Engine Wash effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Apply HUD shudder to chase view:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Applies hud shudder (afterburner and engine wash) also to chase view. Does not override the command line toggle. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Swarmers Lead Targets:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes swarm missiles to lead their targets by default, and will make use of [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] if specified, like normal aspect seekers. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Threshold for Weapons Subsystems to Trigger Turret Inaccuracy:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the damage threshold for when turrets become less accurate due to weapon subsystem damage. In other words, how damaged do a ship&#039;s aggregated weapons systems have to be before the turrets become inaccurate? Value must be between 0.0-1.0 (includes 0.0 and 1.0).   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI use framerate independent turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Without this flag, missiles turn rate is directly dependent on the current framerate. When enabled their turn rate will be consistent, with the &amp;quot;true&amp;quot; turning taken to be observed turning at 60fps. This flag also affects ships, but the instability is only apparent at extremely low framerates, and so the change will not be apparent. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+AI respect tabled turn time and rotdamp:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Due to complicated physics issues caused by retail not using the above method, tabled turn times on ships and missiles are not representative of actual observed turn times. The above flag makes it consistent, but this flag will make it accurate to what is actually listed in the table. &lt;br /&gt;
*Additionally, rotdamp is now used properly by the AI in a similar manner to players. More rotdamp will result in slower rotational acceleration, and less results in faster acceleration.&lt;br /&gt;
*NOTE: BEWARE OF ADDING THIS FLAG TO AN EXISTING MODPACK. NEARLY EVERY SINGLE TURN TIME WILL NEED TO BE CHANGED.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player starts in third person/chase view by default:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*When this flag is set, a player will start the mission in the chase view, not in the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Custom briefing icons always override standard icons:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Custom ship briefing icons will always be shown when the briefing icon is a ship, but not when it is a non-ship icon such as a planet.  Set this flag to use custom briefing icons in all cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lead indicator behavior:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Changes how Lead Indicators behave when multiple weapon banks are linked and in range.&lt;br /&gt;
When set to default, if you have linked weapons, only the indicator for the one with the farthest range will be drawn.&lt;br /&gt;
When set to multiple, a lead indicator is drawn for all primary weapons in range when you have them linked.&lt;br /&gt;
When set to average, a single lead indicator is drawn in the average of the position where each of them would usually be drawn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** Valid options are &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;multiple&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;average&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use distant firepoint for all turrets:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the game to use firepoint-based target leading calculations for all turrets. This is useful if all or most turrets in a given mod has firepoints that are distant from their center-point.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable discord rich presence:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Enables or disables the built-in Discord game-status reporting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always hide hidden ships in hotkey list:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to always hide ships with HIDDEN hotkey (set in FRED), even in the in-mission hotkey menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Allow automatically assigning personas:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not the game will automatically assign personas to ships that have no persona set.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures use capacity:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not Countermeasures use tabled capacity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Calculate subsystem hitpoints after parsing:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Causes subsystem hitpoints to be calculated after all ships.tbl and -shp.tbm files have been parsed.  This allows subsystem percentages to correctly reflect the final hull value rather than the first hull value encountered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Fix scripted velocity:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*If this setting is enabled, object velocity set via script will wholly determine the change in position for that frame, ignoring &#039;&#039;all&#039;&#039; other in-engine concerns. Otherwise, the game engine will likely overwrite/ignore any changes, depending on when the changes were made in the frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Preload briefing icon models:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this forces preloading of models used for briefing icons. This only loads models used for icons that haven&#039;t already been loaded for the mission. This is useful for SCPUI&#039;s where hovering over an icon shows the model without having to click on it and the stutter when it loads models not used in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Behavior for pressing Escape key in options menu:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set to &#039;save&#039;, the escape key for the HUD and Options screen saves options when leaving those screens (ie it does the same thing as pressing Ctrl-Enter/Accept). By default (or if set to &#039;default&#039;) the Escape key will not save any changed values when exiting those screens. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Disable intro cutscene:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this disables loading of any cutscenes as the game starts that might play before the player reaches the pilot select screen. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Show locked status for scramble missions:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, scramble mission will show a text line right below the words &#039;Weapons Loadout&#039; that states &amp;quot;Ships/Weapons Locked&amp;quot; (XSTR 749), thus the player can easily see their loadouts are locked and they do not have to check the loaoout buttons on every mission. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Disable expensive turret target check:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this value speeds up turret target checking. By default, turret target acquisition was spending a lot of time doing a raycast, the result of which was barely used at all. If we don&#039;t need the target normal, all it does is get a target point slightly more accurate, but in practice it really isn&#039;t noticeable at all whether the target point of the turret is actually on the surface of the ship, or maybe on the other side of the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Threshold below which shield skips damage:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO logic dictates that shields collisions and any related sound or visuals related to shields are skipped if the shields are under 10%. This value allows modders to customize the value, though the value must be between 0.0 and 1.0. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #Ignored Campaign File Names&lt;br /&gt;
    $Campaign File Name: FreeSpace2.fc2&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Fix Turret Collisions: True&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=66289</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=66289"/>
		<updated>2025-08-05T18:33:00Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: update language on $standard strafe triggers under this speed:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-12|72a11fd542671e849042a2e8de0f090e5cbdae0d}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ai_profiles.tbl&#039;&#039;&#039; 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;
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the &amp;quot;FS2 RETAIL&amp;quot; AI profile. It&#039;s usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.&lt;br /&gt;
&lt;br /&gt;
{{Table232| This table can also be called &#039;&#039;&#039;mission_profiles.tbl&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
{{Table232| Can also be extended with &#039;&#039;&#039;xxx-msp.tbm&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;reset last_hit_target_time for player hits&#039;&#039;&#039;}}&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;fix ramming stationary targets bug&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;huge turret weapons ignore bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix linked primary weapon decision bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent turrets targeting too distant bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix heat seekers homing on stealth ships bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;allow vertical dodge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai class bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ai guards specific ship in wing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai path order bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;aspect bomb invulnerability fix&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;use actual primary range&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fighters/bombers with no shields can manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;fixed ship-weapon collisions&#039;&#039;&#039;}}&lt;br /&gt;
{{Table220|&lt;br /&gt;
*&#039;&#039;&#039;fighterbay arrivals use carrier orientation&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent negative turret ammo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix keep-safe-distance&#039;&#039;&#039;}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;fix good-rearm-time bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;no continuous turn on attack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;remove-goal properly removes play-dead order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;ships playing dead don&#039;t manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table234|&lt;br /&gt;
*&#039;&#039;&#039;hud squad messages use tactical disarm/disable&#039;&#039;&#039;}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;debris damage respects &#039;big damage&#039; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;force beam turrets to use normal fov&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;guards ignore protected attackers&#039;&#039;&#039;}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;fix avoid-shockwave bugs&#039;&#039;&#039;}}&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;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be &#039;&#039;&#039;FS2 Retail&#039;&#039;&#039;, the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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. -1 means no limit.&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;
===$Max Weapon Friendly Fire Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly weapon fire, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Self Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by self-hits, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&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;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Missiles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Note: The alternative spelling &amp;quot;Missles&amp;quot; is also accepted for backwards compatibility reasons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
*This number is also checked when a ship checks for a new target, such as using the goal attack-any. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$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;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the time after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI&#039;s aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&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: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&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;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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 for an AI to hesitate about firing a secondary or homing turret weapon at the player. Values range from 0-6, at 0 they will frequently hesitate, at 6 they will never hesitate.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4&lt;br /&gt;
* Mechanic details: AIs are only allowed to fire homing secondaries or turrets with homing weapons at the player in a limited window of time. The window starts every ten seconds, and lasts (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) 7ths of that ten second cycle. Each ship has it&#039;s own cycle, so their windows are not all synchronized.&lt;br /&gt;
* Example: a value of 1 becomes 2/7ths, so ships can fire homing weapons at the player for roughly 2.85 seconds at a time, then are unable to fire them for 7.15 seconds.&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;
===$free afterburner use:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*If set, the AI will use afterburners in more situations.}}&lt;br /&gt;
&lt;br /&gt;
===$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 1.1 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;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$check communications for non-player ships:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, every ship will have the same communications subsystem restrictions as the player, including minimum strength to send messages and EMP scramble status.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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 *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable player secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, players are not allowed to dual-fire their secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$disable ai secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, AIs are not allowed to dual-fire their secondaries.}}&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;
===$fix ramming stationary targets bug:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, AI ships will try not to crash into stationary targets.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3147 Mantis #3147].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, ships that are on different teams and ships that are outside the player&#039;s squadron will be allowed to send death screams.  Additionally, the game will no longer cap a maximum number of screams per mission.  (This flag originated as a customization of message behavior for the Wing Commander Saga mod.)&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform less checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22fov_edge_checks.22|&amp;quot;fov edge checks&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22target_requires_fov.22|&amp;quot;target requires fov&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Normally, 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 flag to YES to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES; to get rid of retail behavior you would specify NO. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Default: NO.&lt;br /&gt;
* When no, when any secondary encounters any beam it is instantly destroyed regardless of if it is marked as interceptable, has a health value, or any other circumstance that would normally apply to interception by other weapons.&lt;br /&gt;
* When true, damage and health values are respected in these circumstances. Secondaries without hitpoints are still destroyed, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*By default, an aspect seeker that&#039;s been decoyed by a CM just flies straight forward, while a heatseeker in the same position will actively home in on the CM.  This flag makes aspect seekers match heatseeker behavior in this regard.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$support don&#039;t add primaries:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, the support ship will not equip a new primary weapon into an empty bank.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay arrivals use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships arriving via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they exit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay departures use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships departing via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they enter.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris damage respects &#039;big damage&#039; flag:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Causes damage inflicted by debris to be limited by the &#039;big damage&#039; flag in the same way as damage inflicted by weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t limit change in speed due to physics whack:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the speed change due to physics whacks (collision, shockwave, etc.) is unlimited.  Without this flag, the speed change will be capped at 440 m/s if it exceeds 500 m/s.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$guards ignore protected attackers:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the AI will not guard against ships that have the &amp;quot;protect-ship&amp;quot; flag.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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 lose its mind 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;
===$default weapon select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$no warp camera:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, prevents the view from switching to the external camera when the player warps out.&lt;br /&gt;
*Note: this flag is deprecated and may get moved to another table without further notice.}}&lt;br /&gt;
&lt;br /&gt;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$strict turret-tagged-only targeting:===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*When set, newer turret-tagged-only behavior will be enabled.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3114 Mantis #3114].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$aspect bomb invulnerability fix:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs.  Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$glide decay requires thrust:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, gliding ships will maintain their current speed without decay as long as they aren&#039;t actively thrusting.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai can slow down when attacking big ships:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*When set, fighters attacking big ships will slow down depending on how long they&#039;ve been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it&#039;s been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use actual primary range:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$override radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, this value overrides the default distance for determining if a ship had reached a point in a model subsystem path. Useful to allow ships with high damp values to navigate subsystem paths when attacking a subsystem. Must be greater than or equal to 1. If &#039;&#039;&#039;&#039;&#039;$use POF radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set than this override value will only be used if the point in the subsystem path is less than 1 or invalid. &lt;br /&gt;
*5 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use POF radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, the distance for determining if a ship had reached a point in a model subsystem path will be the radius of that path point, not the default distance of 5.  &lt;br /&gt;
*Off by default. If this is set to YES and &#039;&#039;&#039;&#039;&#039;&#039;$override radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set to greater than or equal to 1, then the path point radius will be used. If the path point radius cannot be found or is less than 1 then override radius will be used if it is set to greater than or equal to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$lead indicator second-order prediction factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*This is a 0 to 1 multiplier of a factor to adjust the lead indicator to take into account a ship&#039;s rotational velocity as well as its velocity. This will directly affect autoaim, making it more accurate for turning enemies.&lt;br /&gt;
*This &#039;&#039;will&#039;&#039; make the lead indicator slightly jitterier in general, and does not properly take into account gliding. It is recommended to adjust the value to fit your situation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$no directional bias for missile and ship turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When enabled, this will cause ships and missiles to take direct turning paths to point at their target. This does not directly affect their turning time, but in many situations will result in more efficient paths and a better time-to-target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$respect ship axial turnrate differences:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will use the average of their pitch and heading turn times for their turn time on all axes. If this is enabled the ship will actually use the tabled values for each axis.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;&#039;&#039;:The AI will &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; take this into account when turning, it will always turn directly towards its target, even if it could bank and use a faster axis instead. Use this flag carefully, and make sure that their your ships have exactly the turn times you want for each axis.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$any ship with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on any ship to manage ETS for weapons and engines even if they do not have shields set to on. Do note that in Vanilla FS2, some capital ships can go much faster with this enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighters/bombers with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on fighters and bombers to manage ETS for weapons and engines even if they do have shields set to on.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ships playing dead don&#039;t manage ETS:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Prevents ships from managing their ETS is they are currently playing dead.  Managing ETS could lead to unexpected speed changes in ship-maneuver.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better combat collision avoidance for fightercraft:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while fighting, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===$better guard collision avoidance for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while guarding, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat guard avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better guarding collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===$firing requires exact los:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause turrets and AI weapons to only fire if they have a clear line of sight from their firing point to their target&#039;s ship&#039;s center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$exact los minimum detection radius:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*The minimum radius of objects that are considered for line-of-sight when using the &#039;&#039;$firing requires exact los:&#039;&#039; flag.  The default is 10.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved missile avoidance for fightercraft:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fighters/bombers will be much more effective at dodging missiles in general. Of note is that AI do not normally care about countermeasure effect range before dropping them (only distance less than 200m), with this flag, they will only drop them if within countermeasure range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI profile countermeasure chance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class profile countermeasure firing chance. By default Friendly ships always use the second value in &#039;&#039;&#039;$AI Countermeasure Firing Chance:&#039;&#039;&#039; from default AI profile. The older name of &amp;quot;$friendly ships use AI profile countermeasure chance:&amp;quot; also enables this flag. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved subsystem attack pathing:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fightercraft will use a somewhat more efficient and faster subsystem attack pathing method.&lt;br /&gt;
*Notably, this method &#039;&#039;does not&#039;&#039; use the path system. Using this flag, aside from docking and fighter bay paths, &#039;&#039;all other&#039;&#039; paths will be ignored and are no longer necessary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fixed ship-weapon collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Fixes an error in ship-weapon collisions which would occasionally cause them to not trigger when they should.&lt;br /&gt;
*Most obvious when projectiles would erroneously bypass a full shield quadrant and damage the hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI secondary range awareness:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Controls if the AI considers weapon range at all when selecting a secondary weapon to attempt to use. Currently available options are:&lt;br /&gt;
*&#039;RETAIL&#039;: The default. After performing filtering logic based on the target types and weapon flags, the AI will select the first valid secondary bank as its active one, regardless of range.&lt;br /&gt;
*&#039;AWARE&#039;: As retail, except that if a weapon is out of range it the AI will keep looking down the list to see if it has a weapon that is in range, and use that instead if it does. All other weapon selection and restriction logic still applies.}}&lt;br /&gt;
&lt;br /&gt;
===$no shield damage from ship collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Normally, the heavier ship in a collision will receive shield damage from the collision if it has one.&lt;br /&gt;
*This disables that, and causes all involved ships to only take hull damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$turret target recheck time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Defines the amount of time between target recalculation for turrets.&lt;br /&gt;
*Affects turret reaction time in all scenarios, acquiring a target from idle, re-affirming the current target, switching to a new target or even a new subsystem on the same target.&lt;br /&gt;
*Be aware setting this value too low can have an extreme performance impact. It is recommended to not set this below 30 ms.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*Default: 2000}}&lt;br /&gt;
&lt;br /&gt;
===$prevent negative turret ammo:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*By default, turrets with ammo would end up firing one extra shot, resulting in a -1 ammo. This flag corrects that behavior, so the ammo count is properly used. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix keep-safe-distance:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Allows any ship flying the keep-safe-distance behavior to turn toward its goal point. Without this flag, ships will fly into the distance in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI ignores aspect lock for leading:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*When off, AI fighters follows retail behavior of aiming directly at a target when using aspect lock missiles. When on AIs ignore this consideration and always lead their targets when attempting to aim at them.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: on}}&lt;br /&gt;
&lt;br /&gt;
===$fix good-rearm-time bug:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the &amp;quot;good rearm time&amp;quot; SEXP to correctly expire (revert to being a &amp;quot;bad rearm time&amp;quot;) at the end of the specified time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no continuous turn on attack:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Prevents an AI behavior where fighters/bombers will spin around for a second or two when they acquire a target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$remove-goal properly removes play-dead order:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes remove-goal to take the ship out of the play-dead AI mode when removing the play-dead goal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrivals not time limited:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes AI to always complete a bay arrival path, even if it takes longer than 10 seconds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use adjusted AI class autoscale:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes autoscaled AI classes to scale only based on the collection of autoscaled AI classes, not all AI classes.  This prevents autoscaled calculations from being skewed by the presence of non-autoscaled classes in the list.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$carry shield difficulty scaling bug:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Enables an erroneous behavior where player damage difficulty scaling is applied twice to damage from area blasts and shockwaves, greatly changing the effective difficulty scaling. This is a &#039;&#039;bug&#039;&#039; that should not be enabled, unless the mod was balanced during the time between 3.6.14 and 23.1 (mods [[Game_settings.tbl#.24Target_Version:|targeting within those versions]] automatically have this flag enabled).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows debris to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$asteroids affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows asteroids to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$dynamic goals afterburn hard:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Will cause all dynamic goals (such as a fighter defending itself, or a fighter chasing an attacker as part of a guard order) to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$player orders afterburn hard:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause all player orders to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use tactical disarm/disable:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Will cause disarm or disable orders issued by the hud squadmsg menu (i.e. player orders) to be &#039;tactical&#039; goals that do not cause the target to be protected from attack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use ai-form-on-wing-new:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Will cause form-on-wing orders issued by the hud squadmsg menu (i.e. player orders) to be the &#039;new&#039; variant that does not clear other goals assigned to the same ship/wing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$align to target when guarding stationary ship:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause ships to match the target&#039;s orientation when following a guard order, rather than facing directly away from the target which is the normal behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$rotation factor multiplier for player collisions:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Allows modders to have players experience rotational effects from collisions. This value is multiplied by the value of [https://wiki.hard-light.net/index.php/Ships.tbl#.2BRotation_Factor: $Collision Physics: +Rotation Factor:] in the ships table (which is specified for the ship class).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$fix avoid-shockwave bugs:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes a number of bugs affecting the behavior of AI ships trying to avoid ship or weapon shockwaves.  With this flag enabled, the AI will be aware of the correct homing position and impact position of the weapon being evaded, will check the correct ship for shockwave damage, and will properly update stale shockwave-avoidance data.  See PR 6378 for more details.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix standard strafe:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this will allow AI to be more effective when attacking big ships in standard strafe mode. With this flag off, there were edge cases where the AI would fly to a point to start a strafe, then think it would collide with the target and then retreat from strafe mode, only to realize it was now far enough to re-engage strafe mode, which commonly resulted in AI just flying around not accomplishing much. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe used more:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets if the AI tries to always entry strafe mode when attacking large ships even if there are no hostile fighters nearby. By default the AI will only entry strafe mode if the speed is below &#039;$standard strafe triggers under this speed:&#039; and enemy fighters are nearby.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe triggers under this speed:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the velocity under which the AI checks if they should enter strafe mode when attacking large ships. Setting this value higher, such as 40 if you ship&#039;s max speed is 100, and enabling $standard strafe used more:&#039; will result in the AI strafing by continually moving, instead of parking next to a big ship and blasting it while not moving. In other words, once a ship slows down during attacking, as soon as it drops below the tabled speed (and assuming strafe used more is turned on), it&#039;ll start to strafe instead of slowing down even more.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.0 m/s)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe distance from target bounding box:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the distance at which the AI flies away from their target&#039;s bounding box to attempt a strafing run when attacking large ships. Setting this value higher will result in ships doing fewer longer distance strafing runs.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe stops after time unhit:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the time duration of a strafing run when attacking a big ship if the attacking ship has not been hit. After this time elapses the AI will stop the current strafing run and loop back to logic of determining of whether or not to do another strafing run. Set higher to allow for longer duration strafing runs. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 20.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard uses big-orbit for target radius above:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the radius of a guardee ship that will trigger the guarder to use the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. This &#039;big guard&#039; mode differs from normal guard, where the AI will attempt to match the speed of the guardee if it is moving, and if it is stationary, it will fly somewhat randomly in circles around it.   &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 500.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard with big-orbit uses max speed percent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets maximum percent velocity of a guarder ship when it is using the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. By default, this value is 1.0, where the AI will fly around this cylindrical shape at full throttle. Value must be greater than 0 and less than or equal to 1. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI Shield Manage Delay:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class shield manage delay. By default, Friendly ships always use the second value in &#039;&#039;&#039;AI Shield Manage Delay:&#039;&#039;&#039; from default AI profile.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI shield management bug:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes an edge-case bug with shield management where the AI will not direct shield energy to a quadrant if it was hit when that quadrant was down. In other words, if a shield quadrant is knocked down to 0 and continues to be shot the AI will not realize it needs to direct energy to that quadrant. Enabling this flag allows the AI to properly recognize which quadrant is in danger and needs additional recharge. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI balances shields instead of directs when attacked:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO AI on ships that manage shields will direct shield energy to a quadrant that was recently hit. If this flag is enabled the AI will always balance shields instead, which can be useful depending on the situation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$disable AI transferring energy:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Prevents AI ships from transferring energy between weapons and shields. AI ships are allowed to attempt transferring energy by default, but some mods may disable this feature for the mod and wish to also ensure the AI does not use it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$enable freespace 1 style missile behavior:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Weapons.tbl#.22freespace_1_missile_behavior.22|Can be applied on a per-weapon basis]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS uses ship class power output:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Connects the &#039;&#039;&#039;$Power Output:&#039;&#039;&#039; field in a ship class entry to the ETS system.  The ship&#039;s power output will serve as a multiplier for ETS energy flowing to guns, shields, and engines, modifying their recharge rates accordingly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS energy same regardless of system presence:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Pro-rates available ETS energy according to the number of systems available.  Normally, for ships without a shield system, FreeSpace behaves as if all shield energy is redirected to guns and engines.  Consequently, weapons and afterburner will recharge faster, and a ship&#039;s default speed will be higher, than if shields were present.  When this flag is enabled, available ETS energy is scaled so that the rates are the same in both situations.&lt;br /&gt;
*This flag presents certain trade-offs.  On one hand, this flag avoids the possibly surprising behavior of ships performing, in shieldless engagements, better than one might expect from the table entry.  On the other hand, see the next bullet point.&lt;br /&gt;
*Modders should consider both the gameplay and story aspects of this flag.  From an in-universe perspective, enabling this flag means that, on a shieldless ship, the energy that would otherwise go to shields is expended without effect and is wasted.  Or, looking at it another way, it means that upgrading a ship to have a shield system also entails upgrading the reactor to deliver 50% more energy.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&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;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&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 Missiles 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,  1.333,0.5,  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;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&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:        0.1,  0.2,  0.35, 0.5,  0.6&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;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&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;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         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>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=66288</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=66288"/>
		<updated>2025-08-02T02:36:48Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: +Rotation Magnitude Maximum:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-11-13|d6b444c}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
See the article [[Subsystem]] for ship table information that is specific to subsystems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
{{Table202|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Wing Formations&#039;&#039;&#039;&lt;br /&gt;
:**Includes the list of custom wingmate formations}}&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in ships.tbl or in earlier parsed *-shp.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*This setting does nothing&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature, when originally introduced, caused crashes and memory issues. Between 2014/07/24 and 2015/8/20, it was removed from the codebase. In short: do not use in versions prior to 3.7.4.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
===+Use Ship as Template:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Creates a copy of the specified ship to use as a base for this ship.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Caution!&#039;&#039;&#039;&#039;&#039; This is highly dependent on the order the tables are loaded. If the ship used as a template is modified using &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt;, the tabled changes will only be applied to the newly created ship if they are loaded &#039;&#039;before&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt;. Any &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt; changes &#039;&#039;after&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt; will not have any effect on the newly created ship class. Thus, proper templates should be preferred if possible.&lt;br /&gt;
*Cannot be used in conjunction with &amp;lt;tt&amp;gt;+Use Template&amp;lt;/tt&amp;gt;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the ship class to use as a template}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship. Used to rename ships without breaking missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -ship_choice_3d commandline flag is enabled or no ani can be found for the selected ship.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Animations:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying animations that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Animations:|$Animations]]&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 animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Cockpit Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven cockpit animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Cockpit Animations! If you need cockpit animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Moveables:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying moveables that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Moveables:|$Moveables]]&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 moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&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;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
===$POF file Techroom:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder; used only in the weapon loadout screen&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision LOD:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines an alternative LOD (Level-Of-Detail) to use for collision detection. Using this can increase performance without visible drawbacks if the LOD chosen has much simpler geometry but the shape still closely matches the base model.&lt;br /&gt;
*This works as follows: collision detection proceeds normally through the various model/submodel radius and bounding box checks based on LOD0, but when the game decides to perform a mesh-based collision check of a given submodel, it will use the submodel&#039;s LOD mesh instead. However, all submodels do not need to have a counterpart in the given LOD; if one is not found, the closest alternative will automatically be used instead.&lt;br /&gt;
*For example, if &#039;&#039;$Collision LOD: 3&#039;&#039; is used and the submodel engine01a is checked for a hit, the game will attempt to use the mesh of engine01d instead. However, if there is no engine01d submodel, the game will find the closest alternative: it&#039;ll look for engine01c, then engine01b, and finally fall back to engine01a. Note the implications of for example the root LOD submodel (detaild, detail3, etc) including the geometry of subsystem submodels; if detail0 is checked for a collision before engine01a, and detail3 includes the engine geometry (as opposed to having it in engine01d), then the subsystem engine01a cannot be hit.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
NOTE: this option has done nothing since before 2008&lt;br /&gt;
&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used on weapon impact,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Spew&#039;&#039; is not a valid option!&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;
===$Damage Spew Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for the smoke of a weapon impact,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Damage Spew&#039;&#039; is not a valid option!&lt;br /&gt;
*Note that the scaling applied by &#039;&#039;$Damage Spew&#039;&#039; &#039;&#039;&#039;is not&#039;&#039;&#039; applied to&#039;&#039;$Damage Spew Effect:&#039;&#039; automatically. If desired, it has to be manually added using &#039;&#039;$Particle Source Curve:&#039;&#039; within the particle definition&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;
{{Table250|&lt;br /&gt;
====+Rotation Magnitude Maximum:====&lt;br /&gt;
What the maximum resulting rotational velocity can be from a ship collision in degrees per second. Setting this to a value such as 360 (degrees/second) properly allows mods to have ships spin out if they have collision while not spinning out at wild speeds that look immersion breaking. If negative, then there is no limit to rotational velocity from collisions. Default is -1.0.&lt;br /&gt;
}}&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
====+Collision Sound Light:====&lt;br /&gt;
Sound when this ship collides normally.&lt;br /&gt;
====+Collision Sound Heavy:====&lt;br /&gt;
Sound when this ship collides at high speed.&lt;br /&gt;
====+Collision Sound Shielded:====&lt;br /&gt;
Sound when this ship collides with shields active.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship.&lt;br /&gt;
**Note that due to the exponential damping from $Damp, the acceleration from gravity will eventually even out with $Damp and result in a constant velocity in the direction of gravity.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dying Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**Same as above, but while ths ship is dying/in death roll.&lt;br /&gt;
**The aforementioned exponential damp is still in effect during this time, but it is weaker.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Gravity Const:}}&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Hitpoints Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the hitpoints multiplier. By default this is -1 and thus disabled, but if set to a value greater than or equal 0, the debris hitpoints will be multiplied by this value and the radius of the debris submodel. Useful for making debris have hitpoints that vary based on size of the debris piece. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table3611|&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;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Gravity Const:&#039;&#039;&#039;&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Dying Gravity Const}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Density:&#039;&#039;&#039;&lt;br /&gt;
**Same as [[Ship.tbl#$Density:|Density]] but only applied to the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Ambient Sound:&#039;&#039;&#039;&lt;br /&gt;
**The sound played in the vicinity of debris.}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris POF file:&#039;&#039;&#039;&lt;br /&gt;
**The filename of the ship&#039;s generic debris, by default debris01.pof.&lt;br /&gt;
**Big or huge ships do not normally have generic debris, but if this is specified for them, they will generate generic debris on explosion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris Spew Num:&#039;&#039;&#039;&lt;br /&gt;
**How many generic debris fragments to generate when the ship explodes.&lt;br /&gt;
**If this is a big or huge ship, this is the number of generic debris fragments to generate for every individual propagating explosion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;20&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*Multiplies the mass and moment of inertia of the relevant ship.&lt;br /&gt;
*Ships with a high mass and moment of inertia will be moved/rotated by collisions and impacts less strongly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1. Must not be 0.&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Minimum Velocity:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines minimum velocities on x (left/right), y (up/down), and z (forward) -axis (respectively). This affects the player only, the AI ignores the value. &lt;br /&gt;
*The x and y velocities are considered slide velocities, the minimums for them are &#039;&#039;&#039;not currently implemented&#039;&#039;&#039;.&lt;br /&gt;
*When gliding, if the absolute speed vector of the players ship falls below the minimum then the ships engines will re-engage and cannot be switched off again until the ships absolute vector exceeds the z-minimum.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 40.0&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. &lt;br /&gt;
*If negative, there is no glide cap (allowing practically infinite maximum gliding speed), but only for the player, the AI will act as though it is still 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Defaults to 0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode.&lt;br /&gt;
**If &amp;gt; 0, sets a fixed acceleration rate in glide mode: ships will accelerate at their tabled maximum velocity along the given axis, interpreted in m/s^2, multiplied by &#039;&#039;+Glide Accel Mult:&#039;&#039;.&lt;br /&gt;
**If set to 0, impossible to accelerate while in glide mode.&lt;br /&gt;
**If negative, enables glide speed ramping: acceleration in glide mode ramps using the same constants as in normal flight. Note, however, that glide acceleration ignores the ship&#039;s &#039;&#039;$Damp:&#039;&#039; value, so glide acceleration will always be faster than in normal flight; and if the damping constant is significantly larger than the acceleration constant along a given axis, this difference will become very pronounced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: &#039;&#039;0&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesn&#039;t do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
===+Primary Bank Autoaim FOV:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Defines the autoaim for the primary bank.&lt;br /&gt;
*Can be listed once for each existing bank on the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Aims at Flight Cursor:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Enables flight cursor-style flying for the ship, and causes the ship to fire in the direction of the cursor.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Only works for players! AI may need a system like autoaim to mimic it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Extent:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Required if the above is true.&lt;br /&gt;
*How many degrees away from the center the player is allowed to shoot, using the flight cursor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence&lt;br /&gt;
{{Note|If none of the following optional strings are added, the weapon will not converge. Don&#039;t forget to use them.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;[Fireball Unique ID]&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpin physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use supercap deceleration when arriving, similar to the Colossus. Can also disable supercap deceleration on a ship that normally has it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;[Fireball Unique ID]&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, [[Game_settings.tbl#.24Minimum player warpout time:|defaults to]] 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpout physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use special physics when departing, as a complement to $Supercap warpin physics.  Currently has no effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship has many smaller explosions while in its death-roll. Also determines whether the ship splits in two or not unless explicitly set below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Splits Ship:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Whether the ship splits in two and slowly explodes outward towards its front and back, or just immediately explodes into debris.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, defaults to the value of &#039;$Expl Propagates:&#039; above}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Rotation Multiplier:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Multiplies the strength of the rotation imparted by death-rolling. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll X rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on X-axis (pitch) rotation during the ships deathroll. The value is radians per second. The current hard-coded minimum is 0.8. Note the code generally won&#039;t use this value for ships with radius &amp;gt; 150 (hard-coded). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Y rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Y-axis (yaw) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Z rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Z-axis (roll) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used when a ship is splitting apart,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Splitting Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used the final explosion of this ship type,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used when a knossos type object is dying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Alternate Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Debris Flame Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be added to debris spawned from this ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]].  Note that this option is misleadingly named; &amp;quot;vaporization&amp;quot; usually refers to a ship exploding into tiny debris shards rather than hull chunks.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of instant explosion, 0 to 100}}&lt;br /&gt;
{{Table240|In version 24.0 and later, &#039;&#039;&#039;$Skip Death Roll Percent Chance:&#039;&#039;&#039; can be used as a more accurate alternative.}}&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;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the ship explosion shockwave (default is sound 109).&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;
&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 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;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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 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;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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;
*Note: This requires the [[Weapons.tbl#.24External_Model_File:|$External_Model_File entry to be defined in weapons.tbl]]. Weapons without external models will revert to the standard behaviour.&lt;br /&gt;
*Behavior is as follows:&lt;br /&gt;
**If your bank carries fewer or as many missiles as the number of gunpoints on your bank, you will have exactly as many external model shown as you have missiles left in your bank (going in the order of gunpoints defined in the POF). External models will disappear when missiles are fired.&lt;br /&gt;
**If your bank carries more missiles than you have gunpoints in your bank, then external models will &amp;quot;recoil&amp;quot; (to simulate a reloading animation) every time you fire, and will disappear based on the % of missile left in the bank. Example: you have 2 gunpoints and 4 missiles, the first external model will disappear after you fire the second missile.&lt;br /&gt;
**If your weapon uses the [[Weapons.tbl#.22external_model_launcher.22|&amp;quot;external_model_launcher&amp;quot; flag]], then the model will be displayed on all gunpoints and will not recoil nor disappear when fired.}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Allowed Firing Patterns for Dynamic Primary Linking:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If the ship has dynamic primary linking enabled, defines the list of firing patterns which the player may cycle through using the appropriate control.&lt;br /&gt;
*This is optional. If not set, the only firing pattern available will be CYCLE FORWARD.&lt;br /&gt;
*Takes a list of patterns. The options are:&lt;br /&gt;
**&#039;&#039;&#039;CYCLE FORWARD&#039;&#039;&#039;: Fires  &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots from the first &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints (starting at gunpoint 0), then from the next &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints, and so on.&lt;br /&gt;
**&#039;&#039;&#039;CYCLE REVERSE&#039;&#039;&#039;: Same behavior as CYCLE FORWARD, but begins at the highest-numbered gunpoint and works downward.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM EXHAUSTIVE&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots at a time from randomly-selected gunpoints until each gunpoint has been fired once, and then starts over.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM NONREPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time, but never fires the same gunpoint twice in a row (unless forced to because $Shots is equal to more than half the number of gunpoints).&lt;br /&gt;
**&#039;&#039;&#039;RANDOM REPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time. No restrictions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;, for example, (&amp;quot;CYCLE FORWARD&amp;quot;, &amp;quot;CYCLE REVERSE&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Weapon Span:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to &#039;&#039;YES&#039;&#039;. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to the shield thickness.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether weapons which impact on the ship&#039;s hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
====+Max Shield Impact Effect Radius:====&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Caps the size of the visual effect displayed on the shield mesh from impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be triggered when this ship&#039;s shields are hit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Shield Impact Explosion&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Impact explosion animation to trigger when this ship&#039;s shields are hit. Works identically for all shield types.&lt;br /&gt;
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Shield Recharge:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier ranging from 0.0 to 1.0, defaults to 1.0&lt;br /&gt;
**Example: &#039;&#039;$Max Shield Recharge: 0.5&#039;&#039; caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/afterburner energy regeneration is disabled. Checked via code inspection 2014-12-29&lt;br /&gt;
{{Table250|&lt;br /&gt;
If the current AI profile has the &#039;&#039;&#039;$ETS uses ship class power output:&#039;&#039;&#039; flag enabled, this will act as a multiplier for ETS energy.  For example, a ship with a power output of 2 will recharge its afterburner twice as fast as a ship with the same stats but a power output of 1.&lt;br /&gt;
}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;&lt;br /&gt;
*Affected by ETS Shields value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Shield Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===+Shield Regen Hit Delay:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a time delay after being hit by a weapon before the shield may begin regenerating again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*Affected by ETS Guns value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Weapon Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Quantity:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*The fraction of &#039;&#039;maximum&#039;&#039; shield capacity to use when making direct shield -&amp;gt; weapon energy transfers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;0.2&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; default direct transfers have a large and poorly-appreciated impact on ETS balancing. If you care about balancing your ship&#039;s weapon and shield recharge rates you are advised to set this to 0.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Efficiency:===&lt;br /&gt;
{{Table202|*The fraction of the transferred shield energy that will actually end up in the weapon capacitor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;1.0&#039;&#039;&lt;br /&gt;
*Note that the amount deposited will be absolute, not relative. For instance, for a ship with 100 weapon energy and 200 shields and default quantity and efficiency, a shield-&amp;gt;weapon transfer will deduct 40 shield energy and add 40 weapon energy. It is entirely possible for efficiency to be more than 1.0.&lt;br /&gt;
*Unless transfer efficiency is tuned to account for the different charge rates for weapons and shields, direct transfers will tend to make the ETS unbalanced in the hands of an experienced player, as in retail.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Speed:===&lt;br /&gt;
{{Table202|*The rate at which transferred energy will move into the weapon capacitor,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*When energy is transferred it is instantly deducted from shields, but it must &#039;trickle&#039; into the weapon capacitor at a fixed fraction per second. This acts as a second bonus recharge on top of whatever the ETS produces.}}&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Quantity:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Efficiency:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Speed:===&lt;br /&gt;
&lt;br /&gt;
{{Table202|As above, but with the transfer direction reversed.}}&lt;br /&gt;
&lt;br /&gt;
===$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;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Hull Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total hull strength that the hull will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hull hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, percentage of total subsystem hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total subsystem strength that subsystems will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of subsystems hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Exact fuel recharged per second is given by the ETS value (as a percentage of total power output) multiplied by twice the tabled recharge rate, and then multiplied by the difficulty setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Minimum Start Fuel:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Minimum afterburner fuel the ship must have before allowed to afterburn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Minimum Fuel to Burn:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Forces the ship to afterburn until at least this much fuel is used, or it runs out of fuel.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Cooldown Time:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*How much time must have elapsed since the last afterburn finished to allow afterburning again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
=====+Bitmap Stretch:=====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&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;
{{Table212|&lt;br /&gt;
=====+Alpha Decay Exponent:=====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan range Normal:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan other small ships or large ship subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scan range Capital:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan capital (&amp;amp; similar size) ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning time multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan time when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning range multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan distance when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Shield Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of shield damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Hull Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of hull damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Flyby Sound===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Optional sound to be used for the fly-by sound&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$DeathRollSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship enters its death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ExplosionSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SubsysExplosionSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when a subsystem on this ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). The position of the camera relative to the model in the tech room and the target box view. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
===$Closeup_pos_targetbox:===&lt;br /&gt;
*Optional value to set for the position of the camera relative to the model in the HUD target box view. If not set then the value for $Closeup_pos: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom_targetbox:===&lt;br /&gt;
*Optional value to set how the model will show in the HUD target box view. How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If not set then the value for $Closeup_zoom: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Offset:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a custom camera position when the ship is being viewed in the chase camera.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively in meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Rigidity:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies how &#039;rigidly&#039; the camera adheres to the &#039;rest&#039; position of the chase view camera when doing maneuvers or changing speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** Defaults to 5.0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$Wingmen Gauge Dot Override:===&lt;br /&gt;
*(Optional) Defines an animation to use for the dots in the wingmen status gauge. Overrides &#039;Dot Filename:&#039; under the &#039;+Wingman Status:&#039; entry in [[Hud_gauges.tbl#.2BWingman_Status:|Hud_gauges.tbl]] &lt;br /&gt;
*Must be an animation with two frames. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Glow Noise Mult:&#039;&#039;&#039;&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Defines the alternative particle thruster.&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Effect:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for thruster and afterburner effects.&lt;br /&gt;
*Any number of thruster and afterburner particles can be specified here.&lt;br /&gt;
*Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
*These can be used both instead and in combination with the legacy particles (&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;, &#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;) described below&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&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;
{{Table212|&lt;br /&gt;
====+Alpha Decay Exponent:====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Time in milliseconds to create new trail points, lower means less &#039;jagged&#039; trails.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Bitmap Stretch:====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&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;
**Optional&lt;br /&gt;
**Rather than adding a new entry, an existing entry can be overriden by using its index in the list (starting at 0).&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;
{{Table230|&lt;br /&gt;
**This field may be omitted, and the activation of the thruster will be calculated automatically based on its position and direction.&lt;br /&gt;
}}&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;
***THESE NAMES MAY BE MISLEADING FOR YOU.&lt;br /&gt;
***&#039;Roll left&#039; and &#039;Roll right&#039; are actually yaw, activated when the ship rotates around its top-bottom axis.&lt;br /&gt;
***&#039;Bank left&#039; and &#039;Bank right&#039; are actually roll, activated when the ship rotates around its front-back axis.&lt;br /&gt;
{{Table232|&lt;br /&gt;
***&#039;Yaw left&#039; and &#039;Yaw right&#039; are now valid strings for this field.  &#039;Roll left&#039; and &#039;Roll right&#039; are still recognized for compatibility.&lt;br /&gt;
}}&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;
**Allows one or more strings, does not have a set limit.&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;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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: $Bay01&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
====+arrival rvec:====&lt;br /&gt;
*When using this path to arrive via fighterbay, the arriving ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to arrive via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
*When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Passive Lightning Arcs:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Creates a &#039;lightning arc&#039; between two points on the ship&#039;s hull, like when the ship is EMP&#039;d or damaged, but naturally and fixed to two points on the ship.&lt;br /&gt;
*This section can be repeated.&lt;br /&gt;
*&#039;&#039;&#039;All subfields are required&#039;&#039;&#039;&lt;br /&gt;
====+Submodel 1:====&lt;br /&gt;
*The name of the name of the submodel the first end is connected to.&lt;br /&gt;
*Note that the arc will &#039;&#039;not&#039;&#039; move along with a submodel while it is animating (but it will be initially created in the correct position). In the case of an animating submodel, it is recommended to use very short durations/frequencies.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Position 1:====&lt;br /&gt;
*The position on the ship this end is attached to, relative to the origin of the entire ship.&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;
====+Submodel 2:====&lt;br /&gt;
====+Position 2:====&lt;br /&gt;
*The same as the above for the other end of the arc.&lt;br /&gt;
====+Duration:====&lt;br /&gt;
*How long the arc persists while active.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Frequency:====&lt;br /&gt;
*How long after creating an arc it should wait before creating another.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
====+Primary color 1:====&lt;br /&gt;
*The first primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Primary color 2:====&lt;br /&gt;
*The second primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Secondary color:====&lt;br /&gt;
*The secondary color of the arc. This is the inner color, usually close to white.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations, replacing the subsystem-based definitions&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animation Moveables:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Like $Animations: but for specific in-mission adjustable moveable animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this ship class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Ship Class to find the CustomData Lua Table.&lt;br /&gt;
====+Val:====&lt;br /&gt;
&lt;br /&gt;
Specifies a custom data value and its name, in the format&lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&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;
&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;
===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; or &amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
*By default, the ship&#039;s subsystems are scannable (this can be overridden by mission designers)&lt;br /&gt;
*The ship will warp out without ramping up to warpout speed&lt;br /&gt;
*When using the &amp;quot;Knossos&amp;quot; warpout, this ship will aim for the center of the portal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot; or &amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
*The following things are true for all ships with this flag:&lt;br /&gt;
**When hit by debris, damage dealt by the collision is capped to between 10 and 20% of the ship&#039;s health maximum (determined randomly for each collision)&lt;br /&gt;
**All damage dealt by weapons without the corresponding supercap flag from weapons.tbl will be reduced by 75%&lt;br /&gt;
**In addition, once the ship is at or below 75% health, damage from non-supercap weapons is completely negated&lt;br /&gt;
**Do note that shockwave damage, regardless of origin, is not subject to these rules unless the &amp;quot;$Weapon shockwave damage respects huge ship flags:&amp;quot; setting in game_settings.tbl is set to true&lt;br /&gt;
**Ship subsystems are scannable by default (can be overridden by mission designers)&lt;br /&gt;
**The ship does not need to ramp up to warpout speed before entering subspace&lt;br /&gt;
**When using the &amp;quot;Knossos&amp;quot; warpout, the ship will aim for a departure point at the center of the Knossos portal&lt;br /&gt;
&lt;br /&gt;
&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; or &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; or &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; or &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-targetable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does not enable any type-specific behavior&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 ship. For ships which have this flag and are a hash-variant of another ship (like &#039;&#039;&#039;SF Dragon&#039;&#039;&#039; and &#039;&#039;&#039;SF Dragon#2 (Weakened)&#039;&#039;&#039;), the ship copy will be listed on the scoreboard as the original ship. This only affects the listing, not the score.&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;don&#039;t collide invisible&amp;quot; or &amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collidable (For example, a hangar entrance)&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 any of the FRED dropdown lists for ship classes.&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 modelled 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 shield icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===no weapon damage scaling&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapons that impact this ship will not by scaled according to &#039;big damage&#039; or supercap rules}}&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;
&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;
&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;
&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;
&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;
&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;
&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;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|$Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;repair disabled subsystems&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Destroyed subsystems will auto-repair, provided [[Ships.tbl#.24Subsystem_Repair_Rate:|$Subsystem Repair Rate:]] is greater than 0. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t bank when turning&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: the ship will not bank when changing its heading.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t clamp max velocity&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: the ship&#039;s velocity will not be limited by its tabled max velocity, provided the max velocity is greater than 0.  Use with caution!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;instantaneous acceleration&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: whenever the ship decides to change speed, it will instantaneously reach its desired speed.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;large ship deathroll&amp;quot;===&lt;br /&gt;
{{Table210|&lt;br /&gt;
Causes the ship to deathroll like a fighter, even if it is big or huge (which is disabled by default). Note that their deathroll intensity is scaled down by being larger size. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact debris&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Turns off the tiny debris shards that are typically spawned when something impacts a ship. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wing Formations==&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Provides a unique name for the formation, followed by the list of positions occupied by each member of the wing relative to their leader. The leader is always at 0,0,0 and is omitted, so the first position is the second in the wing, and second is the third in the wing, etc. Each formation must contain all 5 positions.&lt;br /&gt;
*NOTE: FSO automatically scales these these positions by the ship&#039;s size, so the table values will be very small. You can see the retail formation&#039;s values below for reference.&lt;br /&gt;
*Syntax: (a list of 5 &#039;&#039;&#039;&#039;&#039;Vectors&#039;&#039;&#039;&#039;&#039;), each has three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Wing Formations&lt;br /&gt;
&lt;br /&gt;
$Name: Default&lt;br /&gt;
((-0.39, 0.20, -0.59)&lt;br /&gt;
 ( 0.39, 0.20, -0.59)&lt;br /&gt;
 (-0.78, 0.39, -1.18) &lt;br /&gt;
 ( 0.00, 0.39, -1.18)&lt;br /&gt;
 ( 0.78, 0.39, -1.18)) &lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=66236</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=66236"/>
		<updated>2025-07-19T16:38:19Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add new flags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-10|642111676012bc6696f4024c40296a6c20b3b958}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;game_settings.tbl&#039;&#039;&#039;, also known as mod.tbl, defines options that can be changed globally.  All settings are optional.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl#$Target_Version:|target version]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table220|&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Turret_Collisions:|Fixed Turret Collisions]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Missile_Detonation:|Fixed Missile Detonation]]&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Damage_All_Object_Types_Once:|Shockwaves Damage All Object Types Once]]&lt;br /&gt;
*[[game_settings.tbl#$AI_use_framerate_independent_turning:|AI use framerate independent turning]]&lt;br /&gt;
*[[game_settings.tbl#$Use_host_orientation_for_set-camera-facing:|Use host orientation for set-camera-facing]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table230|&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Inherit_Parent_Weapon_Damage_Type:|Shockwaves Inherit Parent Weapon Damage Type]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Chaining_To_Repeating_Events:|Fixed Chaining To Repeating Events]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*[[game_settings.tbl#$Calculate_subsystem_hitpoints_after_parsing:|Calculate subsystem hitpoints after parsing]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GAME SETTINGS==&lt;br /&gt;
Contains settings that affect how the engine works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Version:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Specifies the minimum version of FreeSpace Open that this mod supports. If the version specified here is greater than the version of the current build, an error message is displayed.&lt;br /&gt;
}}&lt;br /&gt;
{{Table381|&lt;br /&gt;
The $Minimum version option has been renamed to $Target Version. The old name is kept with the same functionality for backwards-compatibility.&lt;br /&gt;
&lt;br /&gt;
The target version specifies what version of the FSO engine this mod was created for. It will be used by the engine to enable or disable backwards-incompatible changes by default. The default value is 2.0 which specifies that the mod targets the retail engine version.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Major:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the major component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Minor:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the minor component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;7&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Build:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the build component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Revision:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any).&lt;br /&gt;
For nightly builds this is the date in YYYYMMDD format.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;20151121&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window title:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the name of the FSO window when this mod is running. If blank or unspecified, the window will have the default title of &amp;quot;FreeSpace 2&amp;quot;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window icon:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the icon filename of the FSO window when this mod is running. If blank or unspecified, the window will have the default icon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod title:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the title of the mod and will be displayed at the mainhall near the FSO version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod title on its own.  Previously, the mod version was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod version:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the version of the mod and will be displayed at the mainhall near the FSO version. Can be a string or it can be semantic versioning such as 2.0.0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod version on its own.  Previously, the mod title was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unicode mode:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Enabled the Unicode text mode for this mod. In Unicode mode all text is assumed to be UTF-8 encoded Unicode and certain features are disabled if they do not have full Unicode support. Most notably, if this is enabled then the engine will no longer support the old bitmap fonts that were used by Retail FreeSpace. Only the newer TrueType fonts will be supported.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash screens:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Defines a list of splash screens that FSO can display upon game startup. The actual image displayed is chosen at random from the applicable entries. Entries with exact aspect ratio matches will be prioritized first, followed by aspect ratio ranged matches, followed by entries without an aspect ratio specified.}}&lt;br /&gt;
&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The name of the bitmap to use as a splash screen. Extension will be removed if included.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Bitmap: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio matches the specified number within +/- 0.01.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Min:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at least the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Min: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Max:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at most the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Max: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade in time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade in.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade out time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Center splash logo:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets whether the splash logo will be displayed in the middle of the screen.  If this is false (the default), it will be displayed at the top-left.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable FSO Internal Loadout Restoration System:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
When the player configures the ships and weapons of the wings in the loadout screen, FSO will remember these settings and attempt to apply them again if the player quits the mission and comes back to it later.  FSO will only remember the most recent mission&#039;s loadout, so it will not attempt to restore the loadout if the player loads a different mission.  It will also not attempt this if the mission&#039;s &#039;&#039;$Modified:&#039;&#039; date has changed.  This flag can be used to prevent FSO from attempting restoration even if it normally would.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==#LOCALIZATION SETTINGS==&lt;br /&gt;
Contains various settings related to localization and language support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use tabled strings for the default language:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Causes the game to use the text in strings.tbl and tstrings.tbl even when the current language is English.  By default, the game will use the literal text in the source code and the data files (tables and missions) and will not look up the entry when the language is English.  For other languages, the translation is always used, if it exists, regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t pre-empt training message voice:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Prevents training messages from being interrupted by other training messages.  If a training message has a voice file associated with it, or simulated speech is active, the next message will not be played until the current message has finished.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
This group contains various Campaign related settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Ignored Campaign File Names===&lt;br /&gt;
Defines which campaigns, if present, will not appear in the Campaign Room. In the original implementation, only single-player campaigns could be ignored and file extensions were required, but see below.&lt;br /&gt;
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}&lt;br /&gt;
{{Table382|As of 3.8.2, file name comparisons are not case sensitive and multiplayer campaigns can be ignored.}}&lt;br /&gt;
====$Campaign File Name:====&lt;br /&gt;
File name of the campaign to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===#Ignored Mission File Names===&lt;br /&gt;
{{Table382|Defines which standalone missions, if present, will not appear in the Tech Room or Multiplayer Lobby.  Both single-player and multiplayer missions can be ignored, but missions which appear in a campaign cannot.  File extensions are not required and, if present, are removed by the code.  File name comparisons are not case sensitive.&lt;br /&gt;
====$Mission File Name:====&lt;br /&gt;
File name of the mission to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Red-alert applies to delayed ships:===&lt;br /&gt;
{{Table372|Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#HUD SETTINGS==&lt;br /&gt;
This group contains various HUD behavior settings and overrides&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 0 ms&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene camera displays HUD:===&lt;br /&gt;
Show the HUD when the cutscene camera is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Full color head animations:===&lt;br /&gt;
Enables full-color head ANIs. Normal head ANIs will appear in gray.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t automatically select a turret when targeting a ship:===&lt;br /&gt;
{{Table220|Uses FS1 behavior where targeting a new ship did not target any turrets.  In FS2 a turret is automatically targeted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supernova hits at zero:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Adjusts the HUD timer so that the timer reaches zero when the supernova hits the player.  The actual timing is not affected -- whether the flag is enabled or not, the supernova will always hit the player when 5 seconds remain in the time specified in the sexp.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always warn player about unbound keys used in Directives Gauge:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Ensures that the &amp;quot;Key Unbound&amp;quot; message will pop up for a directive with an unbound key in any single-player mission, not just a training mission. Note, that the default string (index 426) will still say &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with training.&amp;quot; Thus, it is advised to change the string at index 426 using the -lcl.tbm to &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with this mission.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD drop shadows enabled by default:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If this flag is active, certain elements displayed on the HUD (all text, the main targeting reticle, and the background of the ETS gauges) will have a &amp;quot;drop shadow&amp;quot; effect.  Note that whether or not the flag is active, the player can set this using the &amp;quot;Toggle HUD Drop Shadows&amp;quot; control.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify scanning behavior:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Unifies scanning behavior between subsystem, regular, and cargo allowing missions to use all scan types in all situations.&lt;br /&gt;
*Also allows changing the &amp;quot;Cargo:&amp;quot; text line in a mission by adding &amp;quot;$Cargo Title: STRING&amp;quot; after the &amp;quot;$Cargo 1:&amp;quot; or &amp;quot;$Cargo 2:&amp;quot; lines in the mission file. FRED UI support not yet added for $Cargo Title so you have to do it manually.&lt;br /&gt;
*When this flag is enabled, all ships, no matter the ship class, will react the same way to the cargo-related or scanning-related ship flags:&lt;br /&gt;
**They are not scannable by default&lt;br /&gt;
**Setting the &amp;quot;scannable&amp;quot; flag makes them scannable, and scanning the subsystem will reveal the cargo&lt;br /&gt;
**A new flag available with alter-ship-flag, &amp;quot;no-scanned-cargo&amp;quot;, changes the behavior to scanned/unscanned instead of revealing the cargo&lt;br /&gt;
**The &amp;quot;toggle-subsystem-scanning&amp;quot; flag must be set to swap full-ship scanning mode into subsystem scanning mode and works for all ship types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t show callsigns in the escort list:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
By default, callsigns are shown in the escort list using the same format as in the target box.  If this flag is active, callsigns will not be displayed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
This group contains SEXP settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this allows all events in a chain to repeat, instead of only the last one.  It makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Chaining To Repeating Events:===&lt;br /&gt;
{{Table230|When set, this makes event chaining to repeated events work as designed - that is, the chained event will only be evaluated after the chain delay.  If the repeating event&#039;s interval is shorter than the chain delay, then the delay countdown will continually be restarted until all repetitions have completed.  Without this flag, FSO will emulate retail behavior which, due to a bug, allowed chained events to be evaluated immediately after a repeating event is first evaluated.&lt;br /&gt;
&lt;br /&gt;
NOTE: Although the name does not reflect it, the same issue affects repeating events that are evaluated by &amp;lt;tt&amp;gt;is-event-true-delay&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;is-event-false-delay&amp;lt;/tt&amp;gt;.  Without this flag, FSO will emulate retail behavior which causes these SEXP operators to ignore any delay when evaluating repeated events.  With this flag, the delay will be measured from when the final repeat iteration occurs.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Use host orientation for set-camera-facing:===&lt;br /&gt;
{{Table220|When set, this will take into account the host orientation for cutscene cameras.  This is a bugfix for [https://github.com/scp-fs2open/fs2open.github.com/issues/3889 GitHub issue #3889].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle uses pixels:===&lt;br /&gt;
{{Table222|When set, SEXPs which display subtitles will read their arguments as pixels, not percentages.  If &amp;lt;code&amp;gt;$Show-subtitle base resolution:&amp;lt;/code&amp;gt; is set, these pixels will be scaled up or down as needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle base resolution:===&lt;br /&gt;
{{Table222|When set, subtitles are assumed to display at the appropriate size in the specified resolution, and will be scaled up or down if the current screen resolution is different.  If this is not set, or is set to a resolution less than (640, 480), subtitles will not be scaled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD-set-coords base resolution:===&lt;br /&gt;
{{Table232|The hud-set-coords SEXP has always used exact pixels, without regard for the current screen resolution.  This setting enables a similar scaling mechanism as &#039;&#039;$Show-subtitle base resolution:&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$$Always Show Directive Value Count:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If this setting is enabled, Directive-as-Value values in Directives will always show the number. By default this is disabled, and only values &amp;gt; 1 are shown. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
This group contains settings related to graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; (0-3)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (very high)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Briefing Window FOV:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375; some previous versions of FSO used a value of 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (0.0 to 1.0)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.29375&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Generic Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of the pain red flash when the player is hit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of a pain flash when the player&#039;s shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the intensity of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Color:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the RGB color value of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: Color, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(255, 255, 127)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$BMPMAN Slot Limit:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Determines the maximum number of textures that can be loaded simultaneously. This includes every frame of an animation, unless that animation is streaming (e.g. command briefing animations, message talking heads, etc). Also includes dynamically-created textures (used internally for various functions).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Int&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 3500&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;4750&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 10)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the EMP lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (255, 255, 10)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the damage lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the damage lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Requires Rendering Feature:===&lt;br /&gt;
{{Table210|Needs description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Render player muzzle flashes in cockpit:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether muzzle flashes will be shown within the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which glowpoints are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shield effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which thruster flares are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether beam weapons will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which beam effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 4.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a beam effect affects its visibility. This is multiplied by the radius of the beam and added to the above for the final value. This results in larger beams being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether lasers, missiles, countermeasures, etc will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Weapon visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which laser-type weapons are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.3}}&lt;br /&gt;
&lt;br /&gt;
====+$Trail visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which trails (weapon and ship contrails) are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Shockwave visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shockwave effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 2.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Particles affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether particle effects, including impact effects, will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which particle effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a particle effect affects its visibility. This is multiplied by the radius of the particle and added to the above for the final value. This results in larger particles being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fireballs affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether fireballs from ship explosions will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which fireballs are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a fireball affects its visibility. This is multiplied by the radius of the fireball and added to the above for the final value. This results in larger fireballs being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Quality Default:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the default level for shadow quality if the &#039;enable_shadows&#039; command line is used and &#039;shadow_quality&#039; is not used. By default, the FSO will set the shadow detail level to 2. Valid values are 0 (shadows disabled), 1 (Low, 512x512 shadow map), 2 (Medium, 1024x1024 shadow map), 3 (High, 2048x2048 shadow map), or 4 (Ultra, 4096x4096). Note, the command line &#039;shadow_quality&#039; will override any value set here.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the game scene uses. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(200.0, 600.0, 2500.0, 8000.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances Cockpit:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the cockpit pass scene uses. Will only shadow the cockpit model, and does not interact with the external game scene shadow map. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(0.25, 0.75, 1.5, 3.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Techroom:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the techroom.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Cockpit:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on the player cockpit in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Weapons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on weapons in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Ships:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship Casts Shadow:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When cockpit shadows are enabled, enabling this setting will cause the players ship model shown with &amp;quot;show ship&amp;quot; to cast shadow onto the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Model And Cockpit Share Coordinate Space:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When having the &amp;quot;show ship&amp;quot; flag enabled and cockpit models for a ship, this flag should be on if the cockpits can fit into the actual geometry of the ship model. Disable this flag if this is not the case and the cockpit needs to be rendered on top of the ship regardless of actual coordinates. If this can be enabled, the external show ship model can be rendered using deferred rendering.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship enabled only if Cockpits enabled:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Enabling this setting will only use the &#039;show-ship&#039; flag if cockpits are enabled. Useful if your ship uses both &#039;show-ship&#039; and cockpits that exist within the &#039;show-ship&#039; space, and you want to allow players to toggle off cockpits. Note, &#039;show-ship&#039; always only appears if in first-person view. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Thrusters:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Thrusters:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Beams:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that beams will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Muzzle Flashes:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that muzzle flashes will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Trails:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that trails will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Lasers:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that lasers will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Length:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest length that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Radius:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest radius that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Easing Value:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Smooths out the behavior of maneuvering thruster flares the higher above 0 it is.&lt;br /&gt;
*This is the exponential time constant for the visual flare length to reach it&#039;s true length.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SCPUI attempts to load hires animations:===&lt;br /&gt;
{{Table230| &lt;br /&gt;
*Prevents SCPUI from trying to load anims prefixed with &amp;quot;2_&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: true}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table230| &lt;br /&gt;
===$Max draw distance:===&lt;br /&gt;
===$Min draw distance:===&lt;br /&gt;
*These values do more than just cutoff the visuals at certain distances, and they must be adjusted carefully to ensure unintentional rendering artifacts are not introduced.&lt;br /&gt;
*The rendering engine has limited amount of &#039;depth resolution&#039;, the degree to which it can tell a certain polygon is closer or farther away than another. When two polygons are too close, they will Z-fight, picking arbitrarily which is closer. It is the span between the min and max draw distance that determines how well the engine can determine depth, if they are too far from one another, the Z-fighting will become more common as it has to spread its resolution over a wider range. If they are close, Z-fighting will be lessened at the cost of a smaller range of distance able to be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*Default Values: 10,000,000,000 and 1, respectively&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table232| &lt;br /&gt;
===$Randomize particle rotation:===&lt;br /&gt;
*Particle bitmaps are typically screen-aligned; the upper portion of the bitmap will always be mapped to the upper portion of the particle, from the point of view of the camera. Enabling this option makes &#039;&#039;all&#039;&#039; particles have a random &#039;tilt&#039; in an arbitrary direction when created.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable shield effects:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies if FSO attempts to use the shield mesh impact effects. Enabling this flag will prevent the game from preforming any shield mesh effect code, which can be useful if a mod does not use those shield mesh effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#NETWORK SETTINGS==&lt;br /&gt;
This group contains network-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2NetD port:===&lt;br /&gt;
*(description required)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default object update level for multiplayer:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the distances default object update rate  for multiplayer matches. By default, the FSO will set the object update level to 2. Valid values are 0 (Low), 1 (Medium), 2 (High), 3 (LAN). FSO caps the bandwidth it uses based on these settings, but they were designed for connections from 1999. LAN has the least restrictive limits and does not require an actual LAN connection. Also, if a player&#039;s connection is within the dial-up speed range then game auto force the use of the lowest level during a match.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SOUND SETTINGS==&lt;br /&gt;
This group contains sound-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Sound Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default sound fx volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Music Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default music volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.5&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Voice Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default voice volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use weapon class impact sounds for hits to player:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows weapons that hit the player to play their specific impact sounds, not the hard-coded default sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Play thruster sounds for the player:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If the player&#039;s ship has thruster sounds defined, this will ensure they are played like normal, since they are typically suppressed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify minimum engine sound:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Allows $Minimum Engine Volume in ships.tbl to work for all ship classes. By default, that value only triggers for non-huge ships. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Disabled or disrupted engines are silent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
If set, engines will not play their engine noise if the ship is disabled or a disrupted (such as disruptions caused by an active EMP effect or a weapon with the &amp;quot;electronics&amp;quot; flag).  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#FRED SETTINGS==&lt;br /&gt;
This group contains settings for FRED. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable Hard Coded Message Head Ani Files:===&lt;br /&gt;
{{table371|&lt;br /&gt;
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Add Message Head Ani Files:===&lt;br /&gt;
{{table224|&lt;br /&gt;
FRED will append each +Head entry listed below to the head ani selection list in the Event Editor.}}&lt;br /&gt;
&lt;br /&gt;
====+Head:====&lt;br /&gt;
{{table224|&lt;br /&gt;
The head ani filename to add. Extensions will be stripped if included.&lt;br /&gt;
NOTE: Pay attention to file names or anis with a,b, c variation not display in-game (unless called directly). Proper name seems to be Head-xxxNa, Head-xxxNb, with N being some number and XXX being whatever you want. Needs further testing and confirmation &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Head: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable scripting in FRED:===&lt;br /&gt;
{{table382|&lt;br /&gt;
If set, scripting will be enabled in FRED. Use with extreme caution. The effects of scripts on FRED have not been fully tested. You can check if a script is running in FRED by using ba.inMissionEditor().&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED Briefing window resolution:===&lt;br /&gt;
{{table224|&lt;br /&gt;
The width and height of the briefing window in FRED. Defaults to 888x371. Note that changing this only affects FRED and can cause a mismatch to the ingame briefing view which defaults to 888x371 (or 555x232 for 640 base res).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;integer, integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;888,371&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ignore Music Files In Music Player:===&lt;br /&gt;
{{table232|Music files in this section will not be added to FRED&#039;s built-in music player.}}&lt;br /&gt;
====+File:====&lt;br /&gt;
{{table232|Specifies a file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;string&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED spacemouse nonlinearities:===&lt;br /&gt;
{{table232|&lt;br /&gt;
Allows setting custom nonlinearities and scaling for controlling FRED with a spacemouse.&lt;br /&gt;
}}&lt;br /&gt;
====+Sideways exponent:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The exponent for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Sideways scale:====&lt;br /&gt;
{{table232|The multiplier for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch exponent:====&lt;br /&gt;
{{table232|The exponent for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch scale:====&lt;br /&gt;
{{table232|The multiplier for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank exponent:====&lt;br /&gt;
{{table232|The exponent for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank scale:====&lt;br /&gt;
{{table232|The multiplier for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading exponent:====&lt;br /&gt;
{{table232|The exponent for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading scale:====&lt;br /&gt;
{{table232|The multiplier for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
This group contains miscellaneous settings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret&#039;s barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Missile Detonation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*When this flag is set, missiles which reach the center of a submodel will not detonate immediately; they will delay detonation until they have traveled another radius of the submodel.  This fixes missile impacts to submodels whose center lies outside the geometry of the submodel.  In other words, without this flag, a missile might detonate in the middle of the &amp;quot;bowl&amp;quot; of a concave submodel; with this flag, the missile will travel to the other side of the submodel before it detonates.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the 3d ship select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ships in ship/weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapon select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the 3d weapon select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapons in weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d overhead ship:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship overhead view instead of a bitmap in weapon select&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default overhead ship style:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*This specifies which style of overhead view to use if 3d overhead view is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;ROTATE&amp;quot; or &amp;quot;TOPVIEW&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always refresh selected weapon when viewing loadout:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*When set to true, this always refreshes the weapon shown in view box on the right side of the screen when opening the weapon loadout view. This ensures the viewed weapon is one that can actually be on the selected ship when first clicking on the weapon loadout screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents&#039; collision group setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flight controls follow eyepoint orientation:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that if the player ship&#039;s eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams Use Damage Factors:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default fiction viewer UI:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies which fiction viewer layout to use in missions that don&#039;t specify one. Possible values are as follows:&lt;br /&gt;
**&amp;quot;FS2&amp;quot;: Standard layout. Requires (2_)fictionviewer and (2_)fictionviewer-m to be present in data\interface.&lt;br /&gt;
**&amp;quot;WCS&amp;quot;: Moves the &amp;quot;Accept&amp;quot; button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.&lt;br /&gt;
**&amp;quot;auto&amp;quot;: Selects &amp;quot;WCS&amp;quot; if the appropriate files are present; otherwise, selects &amp;quot;FS2&amp;quot;. This is the default setting.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Movie subtitle font:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Specifies which font should be used for displaying subtitles in the cutscene player. This should be the name given to this font in the fonts table. Since movie subtitles can contain Unicode text it is a good idea to enable Unicode mode when movie subtitles are used but this is not enforced by this option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable built-in translations:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Turns off hard-coded translations, e.g. Transport -&amp;gt; Transporter in German.  All strings will either use their XSTR entry or else not be translated.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon shockwave damage respects huge ship flags:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Controls whether weapon shockwaves will respect the huge/supercap ship flags.  In retail they do not.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable external default scripts:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Enables the loading of external scripts with the same name as a built-in script. Otherwise, uses the version of the script included in the executable (currently, just cfile_require.lua).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines the speed the player must reach to warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;40.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target warpout match percent:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines how close to the warpout speed the player needs to be to actually warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.05&#039;&#039;&#039;&#039;&#039; (5%)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum player warpout time:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*The [[Ships.tbl#.24Warpout_Engage_Time:|default amount of time]], in seconds, warping out will take before actually starting to check whether the player is the right speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable in-game options:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Mode whereby various settings can be modified by FSO while it&#039;s still running, rather than being set by the launcher before execution. By default is now ON, and can be accessed by going to the Options menu and pressing F3. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;YES&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Shockwave Default Multiplier:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Amount of damage, as a multiple of normal shockwave damage, assigned to a weapon&#039;s [[Weapons.tbl#.24Dinky shockwave:|dinky shockwave]] by default. To get the same behavior FSO had from 2005-2019, set this to 0.25.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Always Damage Bombs:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Enables all bombs being damaged by shockwaves. Previously only those marked with flags could be damaged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Damage All Object Types Once:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Keeps any object from being damaged more than once by a shockwave.  The default behavior is for asteroids and flagged missiles to be damaged every frame by the shockwave.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Inherit Parent Weapon Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When enabled, the shockwaves of weapons that have a defined damage type automatically inherit that damage type, rather than dealing &amp;quot;typeless&amp;quot; damage. As this behavior is more intuitive than when this flag is disabled, mods targeting 22.4 or newer versions of FSO will have it enabled by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039; for mods targeting 22.4 or newer versions of FSO, otherwise &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When combined with &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot;, this string is added to the inherited damage type to define the shockwave&#039;s damage type. For example, if a weapon has the damage type &amp;quot;heavy&amp;quot; and the provided suffix is &amp;quot;-shock&amp;quot;, then that weapon&#039;s shockwave&#039;s damage type would default to &amp;quot;heavy-shock&amp;quot;.&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Dinky Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Inherited Shockwave Damage Type Added Suffix:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If a weapon&#039;s shockwave doesn&#039;t have a damage type set, it will have this damage type instead (when &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot; is enabled, this will only be used if the weapon itself also doesn&#039;t have a damage type set).&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Dinky Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Default Shockwave Damage Type:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Engine Wash Intensity:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Allows the game to use the [[ships.tbl#.24Intensity::|Intensity]] value when calculating Engine Wash effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Apply HUD shudder to chase view:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Applies hud shudder (afterburner and engine wash) also to chase view. Does not override the command line toggle. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Swarmers Lead Targets:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes swarm missiles to lead their targets by default, and will make use of [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] if specified, like normal aspect seekers. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Threshold for Weapons Subsystems to Trigger Turret Inaccuracy:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the damage threshold for when turrets become less accurate due to weapon subsystem damage. In other words, how damaged do a ship&#039;s aggregated weapons systems have to be before the turrets become inaccurate? Value must be between 0.0-1.0 (includes 0.0 and 1.0).   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI use framerate independent turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Without this flag, missiles turn rate is directly dependent on the current framerate. When enabled their turn rate will be consistent, with the &amp;quot;true&amp;quot; turning taken to be observed turning at 60fps. This flag also affects ships, but the instability is only apparent at extremely low framerates, and so the change will not be apparent. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+AI respect tabled turn time and rotdamp:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Due to complicated physics issues caused by retail not using the above method, tabled turn times on ships and missiles are not representative of actual observed turn times. The above flag makes it consistent, but this flag will make it accurate to what is actually listed in the table. &lt;br /&gt;
*Additionally, rotdamp is now used properly by the AI in a similar manner to players. More rotdamp will result in slower rotational acceleration, and less results in faster acceleration.&lt;br /&gt;
*NOTE: BEWARE OF ADDING THIS FLAG TO AN EXISTING MODPACK. NEARLY EVERY SINGLE TURN TIME WILL NEED TO BE CHANGED.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player starts in third person/chase view by default:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*When this flag is set, a player will start the mission in the chase view, not in the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Custom briefing icons always override standard icons:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Custom ship briefing icons will always be shown when the briefing icon is a ship, but not when it is a non-ship icon such as a planet.  Set this flag to use custom briefing icons in all cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lead indicator behavior:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Changes how Lead Indicators behave when multiple weapon banks are linked and in range.&lt;br /&gt;
When set to default, if you have linked weapons, only the indicator for the one with the farthest range will be drawn.&lt;br /&gt;
When set to multiple, a lead indicator is drawn for all primary weapons in range when you have them linked.&lt;br /&gt;
When set to average, a single lead indicator is drawn in the average of the position where each of them would usually be drawn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** Valid options are &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;multiple&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;average&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use distant firepoint for all turrets:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the game to use firepoint-based target leading calculations for all turrets. This is useful if all or most turrets in a given mod has firepoints that are distant from their center-point.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable discord rich presence:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Enables or disables the built-in Discord game-status reporting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always hide hidden ships in hotkey list:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to always hide ships with HIDDEN hotkey (set in FRED), even in the in-mission hotkey menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Allow automatically assigning personas:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not the game will automatically assign personas to ships that have no persona set.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures use capacity:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not Countermeasures use tabled capacity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Calculate subsystem hitpoints after parsing:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Causes subsystem hitpoints to be calculated after all ships.tbl and -shp.tbm files have been parsed.  This allows subsystem percentages to correctly reflect the final hull value rather than the first hull value encountered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Fix scripted velocity:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*If this setting is enabled, object velocity set via script will wholly determine the change in position for that frame, ignoring &#039;&#039;all&#039;&#039; other in-engine concerns. Otherwise, the game engine will likely overwrite/ignore any changes, depending on when the changes were made in the frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Preload briefing icon models:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this forces preloading of models used for briefing icons. This only loads models used for icons that haven&#039;t already been loaded for the mission. This is useful for SCPUI&#039;s where hovering over an icon shows the model without having to click on it and the stutter when it loads models not used in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Behavior for pressing Escape key in options menu:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set to &#039;save&#039;, the escape key for the HUD and Options screen saves options when leaving those screens (ie it does the same thing as pressing Ctrl-Enter/Accept). By default (or if set to &#039;default&#039;) the Escape key will not save any changed values when exiting those screens. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Disable intro cutscene:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this disables loading of any cutscenes as the game starts that might play before the player reaches the pilot select screen. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Show locked status for scramble missions:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, scramble mission will show a text line right below the words &#039;Weapons Loadout&#039; that states &amp;quot;Ships/Weapons Locked&amp;quot; (XSTR 749), thus the player can easily see their loadouts are locked and they do not have to check the loaoout buttons on every mission. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Disable expensive turret target check:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this value speeds up turret target checking. By default, turret target acquisition was spending a lot of time doing a raycast, the result of which was barely used at all. If we don&#039;t need the target normal, all it does is get a target point slightly more accurate, but in practice it really isn&#039;t noticeable at all whether the target point of the turret is actually on the surface of the ship, or maybe on the other side of the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Threshold below which shield skips damage:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO logic dictates that shields collisions and any related sound or visuals related to shields are skipped if the shields are under 10%. This value allows modders to customize the value, though the value must be between 0.0 and 1.0. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #Ignored Campaign File Names&lt;br /&gt;
    $Campaign File Name: FreeSpace2.fc2&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Fix Turret Collisions: True&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=66226</id>
		<title>Fate of the Galaxy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=66226"/>
		<updated>2025-07-10T13:52:15Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: tune C70 name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{fotg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fate of the Galaxy&#039;&#039;&#039; (FotG) is a free total conversion set in the &#039;&#039;[https://en.wikipedia.org/wiki/Star_Wars Star Wars]&#039;&#039; Original Trilogy.  Developed using the open-source FreeSpace 2 Open (FSO) game engine, the project will be released as a standalone (the game FreeSpace 2 is not required).  An active [https://fate-of-the-galaxy.github.io/ website], [https://www.hard-light.net/forums/index.php?board=143.0 forum] and [https://discord.gg/k7ZMdmt Discord Channel] are also maintained. As a disclaimer, Fate of the Galaxy is a total conversion for FreeSpace Open developed by a team of fan volunteers, it is not associated with Lucasfilm Ltd or Disney and is not an official Star Wars product&lt;br /&gt;
&lt;br /&gt;
==Developers==&lt;br /&gt;
*&#039;&#039;&#039;chief1983:&#039;&#039;&#039; Project Lead&lt;br /&gt;
*&#039;&#039;&#039;Brand-X:&#039;&#039;&#039; Senior Artist and Content Moderator&lt;br /&gt;
*&#039;&#039;&#039;TopAce:&#039;&#039;&#039; Mission Design&lt;br /&gt;
*&#039;&#039;&#039;swashmebuckle:&#039;&#039;&#039; Music Composer, Writer&lt;br /&gt;
*&#039;&#039;&#039;zookeeper:&#039;&#039;&#039; Model Conversion, Artist, Scripting&lt;br /&gt;
*&#039;&#039;&#039;CountBuggula:&#039;&#039;&#039; Webmaster, Communications&lt;br /&gt;
*&#039;&#039;&#039;niffiwan:&#039;&#039;&#039; Coder&lt;br /&gt;
*&#039;&#039;&#039;wookieejedi:&#039;&#039;&#039; Mission Design, Scripting, Beta Management&lt;br /&gt;
*&#039;&#039;&#039;Limbert:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
*&#039;&#039;&#039;bobbtmann:&#039;&#039;&#039; Senior Contributor&lt;br /&gt;
*&#039;&#039;&#039;Dark Visor:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Full list of contributors is present in Credits screen of the game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In &#039;&#039;Fate of the Galaxy&#039;&#039; the player takes the role of a starfighter pilot through a series of missions and campaigns.  The game is primarily played through the perspective of single-manned craft. There are no plans currently for player-control of capital ships, though certain player craft do allow for AI gunners.  Current missions are set in space, including in asteroid fields, nebulas, and above planets.  A multiplayer mode is also available to play and works well at low pings (~&amp;lt;100 ms).  Standalone instances of the game are maintained, which allows players to easily join a server and play with friends. &lt;br /&gt;
&lt;br /&gt;
The player will choose to play as a pilot for the Rebel Alliance, the Galactic Empire, or as an independent neutral adventurer/privateer.   All factions have their own unique ships to control.&lt;br /&gt;
&lt;br /&gt;
===Authenticity===&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; strives to recreate combat as close to as seen in the Original Trilogy of &#039;&#039;Star Wars&#039;&#039;, during scenes such as the [https://starwars.fandom.com/wiki/Battle_of_Endor/Legends Battle of Endor] and the [https://starwars.fandom.com/wiki/Battle_of_Yavin Battle of Yavin].  To achieve this, the members of the development team have extensively analyzed individual movements and moments within these scenes to determine a baseline for such game concepts as damage, speed, and maneuverability.  Each fighter will stay as close as possible to its canonical statistics stated in various sources, but the final authority is the Original Trilogy movies themselves.   Thus, many attributes may be contrary to other published materials due to their divergence from the Original Trilogy.  In addition, visuals have been tuned to match the aesthetic of the Original Trilogy movies. &lt;br /&gt;
&lt;br /&gt;
Given this focus on movie authenticity, the gameplay differs from that present in the default FreeSpace 2 universe.  Ships will be much faster and combat quicker paced, with a larger focus on avoiding damage rather than absorbing it.  Several coding features have been completed to create a new, unique style of combat.&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
The game includes multiple ships unique to each faction, with some designs being shared when appropriate.  Each faction&#039;s fighters and capital ships have unique strengths, which presents different gameplay styles for each side.&lt;br /&gt;
&lt;br /&gt;
===Alliance to Restore the Republic/New Republic===&lt;br /&gt;
[[Image:NuX.png|thumb|The X-wing Starfighter, main fighter of the Rebel Alliance]]&lt;br /&gt;
The Alliance to Restore the Republic and New Republic maintain a focus on versatile and durable starfighters and small, fast capital ships.  Most of the Rebel fighters are equipped with secondary missile weapons such as concussion missiles or proton torpedoes.  Rebel players will, in most cases, be unable to outmaneuver their Imperial counterparts and will rely on their superior durability and weapon complement, as well as teamwork to engage the enemy.  Rebel capital ships are smaller than their Imperial counterparts, with each having diverse strengths due to their construction by various manufacturers.  Rebel Mon Calamari Cruisers are noted for their incredible shield regeneration rates, while Corellian Corvettes are known for their speed.&lt;br /&gt;
&lt;br /&gt;
The following Rebel/New Republic craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/X-wing_starfighter T-65 X-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL_Y-wing_starfighter BTL-A4 Y-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL-A4_LP_%22Longprobe%22 BTL-LP Longprobe Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/RZ-1_A-wing_interceptor RZ-1 A-wing Interceptor]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/A/SF-01_B-wing_starfighter A/SF-01 B-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/E-wing_escort_starfighter E-wing Escort Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/UT-60D_U-wing_starfighter/support_craft UT-60D U-wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Millennium_Falcon Millennium Falcon]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GR-75_medium_transport GR-75 Medium Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CR90_corvette Corellian CR90 Corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/EF76_Nebulon-B_escort_frigate EF76 Nebulon-B Escort Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC30C_frigate MC30 Heavy Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC40a_light_cruiser MC40 Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Liberty_type_Star_Cruiser &#039;&#039;Liberty&#039;&#039;-class Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Home_One_type_Star_Cruiser &#039;&#039;Home One&#039;&#039;-class Star Cruiser]&lt;br /&gt;
&lt;br /&gt;
===Galactic Empire===&lt;br /&gt;
[[Image:NuRTIE03.jpg|thumb|The TIE/ln Starfighter, main fighter of the Galactic Empire]]&lt;br /&gt;
The Galactic Empire&#039;s main strategy for fighters revolves around the concept of numerical advantage.   Imperial TIEs usually lack shields and durability, but have very potent weaponry and great maneuverability to counter this weakness.  Most Imperial fighters also forego any sort of missile secondary weapons and focus entirely on their lasers for offensive armament.  Imperial capital ships are much larger than those of the Rebels, and focus on heavy offensive weaponry and great hull durability.&lt;br /&gt;
&lt;br /&gt;
The following Imperial craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/LN_starfighter T.I.E. Starfighter &amp;amp; TIE/ln Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Reconnaissance_Fighter TIE/rc Recon Fighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/IN_interceptor/Legends TIE/In Interceptor Mark I and Mark II]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sa_bomber TIE/sa Bomber]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Advanced_x1 TIE Advanced x1]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/V38_assault_fighter V38 Assault Fighter]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sh_shuttle TIE/sh Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-class_Xg-1_Star_Wing Xg-1 Star Wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Delta-class_DX-9_stormtrooper_transport DX-9 Stormtrooper Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Lambda-class_T-4a_shuttle Lambda-class T-4a Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Zeta-class_Heavy_Cargo_Shuttle Zeta-class Heavy Cargo Shuttle]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Carrack-class_light_cruiser &#039;&#039;Carrack&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Arquitens-class_light_cruiser &#039;&#039;Arquitens&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Strike-class_medium_cruiser &#039;&#039;Strike&#039;&#039;-class Medium Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Vindicator-class_heavy_cruiser &#039;&#039;Vindicator&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Interdictor_vessel &#039;&#039;Interdictor&#039;&#039;-class Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Imperial_II-class_Star_Destroyer &#039;&#039;Imperator II&#039;&#039;-class Star Destroyer]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Golan_space_defense_platform Golan M-series Dockyard Platforms]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Shield_Gate Golan M-3185 Shield Gate Station]&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
There are multiple factions in the Star Wars galaxy which use many craft that are not produced for the Galactic Empire or the Rebel Alliance.  These craft vary in characteristics and are used throughout the galaxy in various roles. &lt;br /&gt;
&lt;br /&gt;
The following Neutral craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Z-95_Headhunter Z-95 Headhunter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CloakShape_fighter/Legends Cloakshape Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/N-1_starfighter N-1 Naboo Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-3_Nimbus-class_V-wing_starfighter Alpha-3 Nimbus-class V-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Aggressive_ReConnaissance-170_starfighter/Legends ARC-170 Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Ugly/Legends Various Uglies]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Firespray-31-class_patrol_and_attack_craft Firespray-31-class Gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Slave_I Slave I]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/YT-1300_light_freighter YT-1300 Light Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BFF-1_bulk_freighter BFF-1 Bulk Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Tug DV-3 Cargo Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Action_VI_transport Action VI Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Transport Rayter-class Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CSS-1_Corellian_Star_Shuttle Star Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/StarSpeeder_1000 Star Speeder]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GAT-12_Skipray_Blastboat GAT-10 Skipray Blastboat]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Consular-class_cruiser_(Charger_c70_retrofit) Corellian Charger C70 Retrofit]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Braha&#039;tok-class_gunship Braha&#039;tok-class gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Marauder-class_corvette Marauder-class corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Dreadnaught-class_heavy_cruiser &#039;&#039;Dreadnaught&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/XQ_Platform_series XQ1 and XQ2 Stations]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Asteroid_base Asteroid Base Station]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Repair_droid Dockyard Repair Droids]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Satellite/Legends Sensor and Defense Satellites]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Space_mine Space Mines]&lt;br /&gt;
&lt;br /&gt;
==Missions and Campaigns==&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; comes with a high level of single-player content.  These include multiple campaigns, standalone missions, and the ability to create missions using the FSO mission editor FRED2.  Multiplayer servers are also maintained and available to play on with friends. &lt;br /&gt;
&lt;br /&gt;
The first three campaigns narrate three interconnected stories set at the beginning of the Galactic Civil War.  Each of these three campaigns consists of about 5 missions, thus designers put high emphasis on quality mission design and high replayability.  The player&#039;s performance throughout the campaign will affect how later missions play out.  For example, the Alliance campaign will pit a ragtag Rebel task force against a dreaded &#039;&#039;Imperial&#039;&#039;-class Star Destroyer in the early stages of the Rebellion, and the player&#039;s performance throughout the campaign has a major impact on this encounter&#039;s difficulty.  The best possible outcome is hard to achieve, thus a number of playthroughs will be required.&lt;br /&gt;
&lt;br /&gt;
Players receive different types of training in different campaigns.  The Alliance mini-campaign starts with a basic training mission that teaches the basics to new players along with gameplay features that are unique to &#039;&#039;Fate of the Galaxy&#039;&#039;&#039;.  The Imperial mini-campaign starts with an advanced training.&lt;br /&gt;
&lt;br /&gt;
Standalone missions are also included in the first release.  Many of them are serious, story-driven missions, but there will also be arcade-like &amp;quot;challenge&amp;quot; missions in which the player must accomplish a wide variety of objectives, such as surviving two minutes within a &#039;&#039;Strike&#039;&#039;-class cruiser&#039;s firing range.  There will also be a Practice Zone mission, where the player can test flying any of the small craft and actively spawn in any craft in the mission as a hostile or friendly to practice combat.&lt;br /&gt;
&lt;br /&gt;
Three additional campaigns are being worked on and will be available when the game is released to the public, but specific details remain under embargo until public launch.  This large component is code-named Project Alderaan.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
[[Image:Ewingmaps.jpg|thumb|The progression of model work shown on an E-wing Starfighter, from Model (Right) to Normal Maps (Center) and Diffuse Texture (Left).   Note that this model will not be used.]]&lt;br /&gt;
Fate of the Galaxy picks up after a number of previous attempts to create a &#039;&#039;Star Wars&#039;&#039; mod for FreeSpace.  For several years the &amp;quot;Star Wars Conversion Project&amp;quot; was worked on by various teams and developers, but without any releases.  &lt;br /&gt;
&lt;br /&gt;
In early 2007, chief1983 took over as project leader, and began to assemble a new team of developers.   Choosing the name &#039;&#039;Fate of the Galaxy&#039;&#039;, the initial team consisted of chief1983, Brand-X as a modeler and Turambar as a texturer.  The initial plan put forward was to use the models and textures that had been completed by previous teams.  Soon after the reformation of the mod team, however, it was decided that all new art assets were needed to compete with the high graphical standards of the newer models, and all previously completed ships were discarded.&lt;br /&gt;
&lt;br /&gt;
Work continued on ship models and textures through the next year and a half, as new staff members were added to the development team.   In May of 2008, work began on implementing the new ship models into the game and work began on redesigning the feel and pace of the FreeSpace 2 Open engine.   Work still continued on the models needed for a campaign and demo release.  &lt;br /&gt;
&lt;br /&gt;
In early January of 2009, Brand-X experienced a hard drive failure which destroyed all previous models of his, setting the team&#039;s art department back significantly.   Since then, work has progressed on recreating these models to even higher quality standards.&lt;br /&gt;
&lt;br /&gt;
On June 4th, 2009, the first in-game screenshot of the X-wing starfighter was made public at the [http://www.moddb.com/games/fate-of-the-galaxy/images/x-wing-in-game-shots2#imagebox ModDB site] and at the official FotG [https://www.hard-light.net/forums/index.php?board=143.0 forums].  The first three campaigns, which are set at the beginning of the Galactic Civil War, were eventually completed, and worked then moved to standalone missions and three additional campaigns code-named Project Alderaan. &lt;br /&gt;
&lt;br /&gt;
In December of 2018 the team began the first phases of private beta testing. In June of 2022, the private beta tests were stated as nearly concluded.&lt;br /&gt;
&lt;br /&gt;
In May of 2019 the [https://www.youtube.com/watch?v=ler20EdjAfs&amp;amp;list=LLW8-wdcPLv0eT913KIi9_mw&amp;amp;index=2&amp;amp;t=0s teaser trailer] was posted.&lt;br /&gt;
&lt;br /&gt;
Throughout 2020-2022 developmental showcases have consisted of forum updates and gameplay streams on Discord.&lt;br /&gt;
&lt;br /&gt;
In June of 2022, multiplayer was confirmed to be working well, and standalone servers were created. &lt;br /&gt;
&lt;br /&gt;
From 2023-2024, the game underwent extensive balance and optimization testing in preparation for the public release. &lt;br /&gt;
&lt;br /&gt;
For the duration of 2025, additional polishing passes were conducted and continue to be refined. &lt;br /&gt;
&lt;br /&gt;
===Newsletter===&lt;br /&gt;
Newsletters are posted on a quarterly basis on the [https://www.hard-light.net/forums/index.php?board=143.0 Fate of the Galaxy Forums].  Also, the majority of the unofficial development chatter occurs on the Fate of the Galaxy Discord channel [https://discord.gg/k7ZMdmt].&lt;br /&gt;
&lt;br /&gt;
The most recent [https://www.hard-light.net/forums/index.php?topic=99253.0] was released in May 2024.  This update highlights new ship additions, MainHall updates, many other enhancements, and numerous fixes and minor updates.&lt;br /&gt;
&lt;br /&gt;
For reference, the [http://www.hard-light.net/forums/index.php/topic,54217.0.html first newsletter] was posted on June 1st, 2008.&lt;br /&gt;
&lt;br /&gt;
===First Release===&lt;br /&gt;
The first open beta of &#039;&#039;Fate of the Galaxy&#039;&#039; was originally planned to be released sometime late-2008 or early 2009.   However, with the art setback, the release has been pushed back.  Subsequent additions and developments then lead the team to decide to release the game as a more polished 1.0 version.  A date has not been decided yet, but the first three campaigns are done and relatively independent compared to the larger subsequent 3 campaigns.&lt;br /&gt;
&lt;br /&gt;
Recent years have shown considerable progress on the project, including a release of a private beta and addition of multiple ships and integrating new features that were recently added to the FSO engine (such as deferred and shadow lighting for cockpits, optimizations, and advanced scripting controls). &lt;br /&gt;
&lt;br /&gt;
In the most recent communications on Discord, co-community manager wookieejedi posted: &amp;quot;&#039;&#039;We are getting extremely close to releasing FotG publicly--one of the largest remaining milestones is having FSO release 25.0 stable (which is ideally not far away). We simply can’t wait to share the game with you all once those milestones are completed.&#039;&#039;&amp;quot; (May 4th, 2025)&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===Ship Lab shots===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Bwing.jpg&lt;br /&gt;
Image:Falcon2.jpg&lt;br /&gt;
Image:Xwing.jpg&lt;br /&gt;
Image:Ywing2.jpg&lt;br /&gt;
Image:Z95.jpg |&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Renders===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:FalconWallpaper.png&lt;br /&gt;
Image:TBrender.png&lt;br /&gt;
Image:TransportFinal.jpg&lt;br /&gt;
Image:Wallpaper.1-1280.png&lt;br /&gt;
Image:Wallpaper.2-1280.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[http://swc.hard-light.net/ Official Website]&lt;br /&gt;
*[https://discord.gg/k7ZMdmt Fate of the Galaxy Discord Server]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?board=143.0 Official Forum]&lt;br /&gt;
*[https://www.moddb.com/games/fate-of-the-galaxy Fate of the Galaxy on ModDB]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=66190</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=66190"/>
		<updated>2025-06-26T12:30:42Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: correct order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-12|72a11fd542671e849042a2e8de0f090e5cbdae0d}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ai_profiles.tbl&#039;&#039;&#039; 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;
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the &amp;quot;FS2 RETAIL&amp;quot; AI profile. It&#039;s usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.&lt;br /&gt;
&lt;br /&gt;
{{Table232| This table can also be called &#039;&#039;&#039;mission_profiles.tbl&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
{{Table232| Can also be extended with &#039;&#039;&#039;xxx-msp.tbm&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;reset last_hit_target_time for player hits&#039;&#039;&#039;}}&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;fix ramming stationary targets bug&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;huge turret weapons ignore bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix linked primary weapon decision bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent turrets targeting too distant bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix heat seekers homing on stealth ships bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;allow vertical dodge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai class bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ai guards specific ship in wing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai path order bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;aspect bomb invulnerability fix&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;use actual primary range&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fighters/bombers with no shields can manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;fixed ship-weapon collisions&#039;&#039;&#039;}}&lt;br /&gt;
{{Table220|&lt;br /&gt;
*&#039;&#039;&#039;fighterbay arrivals use carrier orientation&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent negative turret ammo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix keep-safe-distance&#039;&#039;&#039;}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;fix good-rearm-time bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;no continuous turn on attack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;remove-goal properly removes play-dead order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;ships playing dead don&#039;t manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table234|&lt;br /&gt;
*&#039;&#039;&#039;hud squad messages use tactical disarm/disable&#039;&#039;&#039;}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;debris damage respects &#039;big damage&#039; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;force beam turrets to use normal fov&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;guards ignore protected attackers&#039;&#039;&#039;}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;fix avoid-shockwave bugs&#039;&#039;&#039;}}&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 &#039;&#039;&#039;FS2 Retail&#039;&#039;&#039;, 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;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Friendly Fire Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly weapon fire, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Self Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by self-hits, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&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;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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 Missiles 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;
*Note: The alternative spelling &amp;quot;Missles&amp;quot; is also accepted for backwards compatibility reasons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*This number is also checked when a ship checks for a new target, such as using the goal attack-any. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$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;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the time after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI&#039;s aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&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: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&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;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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 for an AI to hesitate about firing a secondary or homing turret weapon at the player. Values range from 0-6, at 0 they will frequently hesitate, at 6 they will never hesitate.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4&lt;br /&gt;
* Mechanic details: AIs are only allowed to fire homing secondaries or turrets with homing weapons at the player in a limited window of time. The window starts every ten seconds, and lasts (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) 7ths of that ten second cycle. Each ship has it&#039;s own cycle, so their windows are not all synchronized.&lt;br /&gt;
* Example: a value of 1 becomes 2/7ths, so ships can fire homing weapons at the player for roughly 2.85 seconds at a time, then are unable to fire them for 7.15 seconds.&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;
===$free afterburner use:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*If set, the AI will use afterburners in more situations.}}&lt;br /&gt;
&lt;br /&gt;
===$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 1.1 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;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$check communications for non-player ships:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, every ship will have the same communications subsystem restrictions as the player, including minimum strength to send messages and EMP scramble status.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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 *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable player secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, players are not allowed to dual-fire their secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$disable ai secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, AIs are not allowed to dual-fire their secondaries.}}&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;
===$fix ramming stationary targets bug:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, AI ships will try not to crash into stationary targets.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3147 Mantis #3147].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, ships that are on different teams and ships that are outside the player&#039;s squadron will be allowed to send death screams.  Additionally, the game will no longer cap a maximum number of screams per mission.  (This flag originated as a customization of message behavior for the Wing Commander Saga mod.)&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform less checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22fov_edge_checks.22|&amp;quot;fov edge checks&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22target_requires_fov.22|&amp;quot;target requires fov&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Normally, 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 flag to YES to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES; to get rid of retail behavior you would specify NO. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Default: NO.&lt;br /&gt;
* When no, when any secondary encounters any beam it is instantly destroyed regardless of if it is marked as interceptable, has a health value, or any other circumstance that would normally apply to interception by other weapons.&lt;br /&gt;
* When true, damage and health values are respected in these circumstances. Secondaries without hitpoints are still destroyed, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*By default, an aspect seeker that&#039;s been decoyed by a CM just flies straight forward, while a heatseeker in the same position will actively home in on the CM.  This flag makes aspect seekers match heatseeker behavior in this regard.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$support don&#039;t add primaries:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, the support ship will not equip a new primary weapon into an empty bank.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay arrivals use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships arriving via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they exit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay departures use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships departing via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they enter.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris damage respects &#039;big damage&#039; flag:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Causes damage inflicted by debris to be limited by the &#039;big damage&#039; flag in the same way as damage inflicted by weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t limit change in speed due to physics whack:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the speed change due to physics whacks (collision, shockwave, etc.) is unlimited.  Without this flag, the speed change will be capped at 440 m/s if it exceeds 500 m/s.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$guards ignore protected attackers:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the AI will not guard against ships that have the &amp;quot;protect-ship&amp;quot; flag.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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 lose its mind 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;
===$default weapon select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$no warp camera:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, prevents the view from switching to the external camera when the player warps out.&lt;br /&gt;
*Note: this flag is deprecated and may get moved to another table without further notice.}}&lt;br /&gt;
&lt;br /&gt;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$strict turret-tagged-only targeting:===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*When set, newer turret-tagged-only behavior will be enabled.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3114 Mantis #3114].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$aspect bomb invulnerability fix:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs.  Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$glide decay requires thrust:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, gliding ships will maintain their current speed without decay as long as they aren&#039;t actively thrusting.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai can slow down when attacking big ships:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*When set, fighters attacking big ships will slow down depending on how long they&#039;ve been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it&#039;s been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use actual primary range:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$override radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, this value overrides the default distance for determining if a ship had reached a point in a model subsystem path. Useful to allow ships with high damp values to navigate subsystem paths when attacking a subsystem. Must be greater than or equal to 1. If &#039;&#039;&#039;&#039;&#039;$use POF radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set than this override value will only be used if the point in the subsystem path is less than 1 or invalid. &lt;br /&gt;
*5 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use POF radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, the distance for determining if a ship had reached a point in a model subsystem path will be the radius of that path point, not the default distance of 5.  &lt;br /&gt;
*Off by default. If this is set to YES and &#039;&#039;&#039;&#039;&#039;&#039;$override radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set to greater than or equal to 1, then the path point radius will be used. If the path point radius cannot be found or is less than 1 then override radius will be used if it is set to greater than or equal to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$lead indicator second-order prediction factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*This is a 0 to 1 multiplier of a factor to adjust the lead indicator to take into account a ship&#039;s rotational velocity as well as its velocity. This will directly affect autoaim, making it more accurate for turning enemies.&lt;br /&gt;
*This &#039;&#039;will&#039;&#039; make the lead indicator slightly jitterier in general, and does not properly take into account gliding. It is recommended to adjust the value to fit your situation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$no directional bias for missile and ship turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When enabled, this will cause ships and missiles to take direct turning paths to point at their target. This does not directly affect their turning time, but in many situations will result in more efficient paths and a better time-to-target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$respect ship axial turnrate differences:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will use the average of their pitch and heading turn times for their turn time on all axes. If this is enabled the ship will actually use the tabled values for each axis.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;&#039;&#039;:The AI will &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; take this into account when turning, it will always turn directly towards its target, even if it could bank and use a faster axis instead. Use this flag carefully, and make sure that their your ships have exactly the turn times you want for each axis.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$any ship with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on any ship to manage ETS for weapons and engines even if they do not have shields set to on. Do note that in Vanilla FS2, some capital ships can go much faster with this enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighters/bombers with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on fighters and bombers to manage ETS for weapons and engines even if they do have shields set to on.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ships playing dead don&#039;t manage ETS:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Prevents ships from managing their ETS is they are currently playing dead.  Managing ETS could lead to unexpected speed changes in ship-maneuver.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better combat collision avoidance for fightercraft:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while fighting, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===$better guard collision avoidance for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while guarding, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat guard avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better guarding collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===$firing requires exact los:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause turrets and AI weapons to only fire if they have a clear line of sight from their firing point to their target&#039;s ship&#039;s center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$exact los minimum detection radius:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*The minimum radius of objects that are considered for line-of-sight when using the &#039;&#039;$firing requires exact los:&#039;&#039; flag.  The default is 10.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved missile avoidance for fightercraft:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fighters/bombers will be much more effective at dodging missiles in general. Of note is that AI do not normally care about countermeasure effect range before dropping them (only distance less than 200m), with this flag, they will only drop them if within countermeasure range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI profile countermeasure chance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class profile countermeasure firing chance. By default Friendly ships always use the second value in &#039;&#039;&#039;$AI Countermeasure Firing Chance:&#039;&#039;&#039; from default AI profile. The older name of &amp;quot;$friendly ships use AI profile countermeasure chance:&amp;quot; also enables this flag. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved subsystem attack pathing:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fightercraft will use a somewhat more efficient and faster subsystem attack pathing method.&lt;br /&gt;
*Notably, this method &#039;&#039;does not&#039;&#039; use the path system. Using this flag, aside from docking and fighter bay paths, &#039;&#039;all other&#039;&#039; paths will be ignored and are no longer necessary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fixed ship-weapon collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Fixes an error in ship-weapon collisions which would occasionally cause them to not trigger when they should.&lt;br /&gt;
*Most obvious when projectiles would erroneously bypass a full shield quadrant and damage the hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI secondary range awareness:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Controls if the AI considers weapon range at all when selecting a secondary weapon to attempt to use. Currently available options are:&lt;br /&gt;
*&#039;RETAIL&#039;: The default. After performing filtering logic based on the target types and weapon flags, the AI will select the first valid secondary bank as its active one, regardless of range.&lt;br /&gt;
*&#039;AWARE&#039;: As retail, except that if a weapon is out of range it the AI will keep looking down the list to see if it has a weapon that is in range, and use that instead if it does. All other weapon selection and restriction logic still applies.}}&lt;br /&gt;
&lt;br /&gt;
===$no shield damage from ship collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Normally, the heavier ship in a collision will receive shield damage from the collision if it has one.&lt;br /&gt;
*This disables that, and causes all involved ships to only take hull damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$turret target recheck time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Defines the amount of time between target recalculation for turrets.&lt;br /&gt;
*Affects turret reaction time in all scenarios, acquiring a target from idle, re-affirming the current target, switching to a new target or even a new subsystem on the same target.&lt;br /&gt;
*Be aware setting this value too low can have an extreme performance impact. It is recommended to not set this below 30 ms.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*Default: 2000}}&lt;br /&gt;
&lt;br /&gt;
===$prevent negative turret ammo:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*By default, turrets with ammo would end up firing one extra shot, resulting in a -1 ammo. This flag corrects that behavior, so the ammo count is properly used. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix keep-safe-distance:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Allows any ship flying the keep-safe-distance behavior to turn toward its goal point. Without this flag, ships will fly into the distance in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI ignores aspect lock for leading:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*When off, AI fighters follows retail behavior of aiming directly at a target when using aspect lock missiles. When on AIs ignore this consideration and always lead their targets when attempting to aim at them.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: on}}&lt;br /&gt;
&lt;br /&gt;
===$fix good-rearm-time bug:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the &amp;quot;good rearm time&amp;quot; SEXP to correctly expire (revert to being a &amp;quot;bad rearm time&amp;quot;) at the end of the specified time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no continuous turn on attack:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Prevents an AI behavior where fighters/bombers will spin around for a second or two when they acquire a target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$remove-goal properly removes play-dead order:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes remove-goal to take the ship out of the play-dead AI mode when removing the play-dead goal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrivals not time limited:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes AI to always complete a bay arrival path, even if it takes longer than 10 seconds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use adjusted AI class autoscale:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes autoscaled AI classes to scale only based on the collection of autoscaled AI classes, not all AI classes.  This prevents autoscaled calculations from being skewed by the presence of non-autoscaled classes in the list.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$carry shield difficulty scaling bug:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Enables an erroneous behavior where player damage difficulty scaling is applied twice to damage from area blasts and shockwaves, greatly changing the effective difficulty scaling. This is a &#039;&#039;bug&#039;&#039; that should not be enabled, unless the mod was balanced during the time between 3.6.14 and 23.1 (mods [[Game_settings.tbl#.24Target_Version:|targeting within those versions]] automatically have this flag enabled).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows debris to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$asteroids affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows asteroids to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$dynamic goals afterburn hard:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Will cause all dynamic goals (such as a fighter defending itself, or a fighter chasing an attacker as part of a guard order) to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$player orders afterburn hard:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause all player orders to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use tactical disarm/disable:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Will cause disarm or disable orders issued by the hud squadmsg menu (i.e. player orders) to be &#039;tactical&#039; goals that do not cause the target to be protected from attack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use ai-form-on-wing-new:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Will cause form-on-wing orders issued by the hud squadmsg menu (i.e. player orders) to be the &#039;new&#039; variant that does not clear other goals assigned to the same ship/wing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$align to target when guarding stationary ship:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause ships to match the target&#039;s orientation when following a guard order, rather than facing directly away from the target which is the normal behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$rotation factor multiplier for player collisions:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Allows modders to have players experience rotational effects from collisions. This value is multiplied by the value of [https://wiki.hard-light.net/index.php/Ships.tbl#.2BRotation_Factor: $Collision Physics: +Rotation Factor:] in the ships table (which is specified for the ship class).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$fix avoid-shockwave bugs:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes a number of bugs affecting the behavior of AI ships trying to avoid ship or weapon shockwaves.  With this flag enabled, the AI will be aware of the correct homing position and impact position of the weapon being evaded, will check the correct ship for shockwave damage, and will properly update stale shockwave-avoidance data.  See PR 6378 for more details.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix standard strafe:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this will allow AI to be more effective when attacking big ships in standard strafe mode. With this flag off, there were edge cases where the AI would fly to a point to start a strafe, then think it would collide with the target and then retreat from strafe mode, only to realize it was now far enough to re-engage strafe mode, which commonly resulted in AI just flying around not accomplishing much. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe used more:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets if the AI tries to always entry strafe mode when attacking large ships even if there are no hostile fighters nearby. By default the AI will only entry strafe mode if the speed is below &#039;$standard strafe triggers under this speed:&#039; and enemy fighters are nearby.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe triggers under this speed:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the velocity under which the AI checks if they should enter strafe mode when attacking large ships. Setting this value higher and enabling $standard strafe used more:&#039; will result in the AI strafing by continually moving, instead of parking next to a big ship and blasting it while not moving. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe distance from target bounding box:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the distance at which the AI flies away from their target&#039;s bounding box to attempt a strafing run when attacking large ships. Setting this value higher will result in ships doing fewer longer distance strafing runs.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe stops after time unhit:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the time duration of a strafing run when attacking a big ship if the attacking ship has not been hit. After this time elapses the AI will stop the current strafing run and loop back to logic of determining of whether or not to do another strafing run. Set higher to allow for longer duration strafing runs. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 20.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard uses big-orbit for target radius above:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the radius of a guardee ship that will trigger the guarder to use the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. This &#039;big guard&#039; mode differs from normal guard, where the AI will attempt to match the speed of the guardee if it is moving, and if it is stationary, it will fly somewhat randomly in circles around it.   &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 500.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard with big-orbit uses max speed percent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets maximum percent velocity of a guarder ship when it is using the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. By default, this value is 1.0, where the AI will fly around this cylindrical shape at full throttle. Value must be greater than 0 and less than or equal to 1. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI Shield Manage Delay:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class shield manage delay. By default, Friendly ships always use the second value in &#039;&#039;&#039;AI Shield Manage Delay:&#039;&#039;&#039; from default AI profile.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI shield management bug:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes an edge-case bug with shield management where the AI will not direct shield energy to a quadrant if it was hit when that quadrant was down. In other words, if a shield quadrant is knocked down to 0 and continues to be shot the AI will not realize it needs to direct energy to that quadrant. Enabling this flag allows the AI to properly recognize which quadrant is in danger and needs additional recharge. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI balances shields instead of directs when attacked:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO AI on ships that manage shields will direct shield energy to a quadrant that was recently hit. If this flag is enabled the AI will always balance shields instead, which can be useful depending on the situation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$disable AI transferring energy:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Prevents AI ships from transferring energy between weapons and shields. AI ships are allowed to attempt transferring energy by default, but some mods may disable this feature for the mod and wish to also ensure the AI does not use it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$enable freespace 1 style missile behavior:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Weapons.tbl#.22freespace_1_missile_behavior.22|Can be applied on a per-weapon basis]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS uses ship class power output:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Connects the &#039;&#039;&#039;$Power Output:&#039;&#039;&#039; field in a ship class entry to the ETS system.  The ship&#039;s power output will serve as a multiplier for ETS energy flowing to guns, shields, and engines, modifying their recharge rates accordingly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS energy same regardless of system presence:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Pro-rates available ETS energy according to the number of systems available.  Normally, for ships without a shield system, FreeSpace behaves as if all shield energy is redirected to guns and engines.  Consequently, weapons and afterburner will recharge faster, and a ship&#039;s default speed will be higher, than if shields were present.  When this flag is enabled, available ETS energy is scaled so that the rates are the same in both situations.&lt;br /&gt;
*This flag presents certain trade-offs.  On one hand, this flag avoids the possibly surprising behavior of ships performing, in shieldless engagements, better than one might expect from the table entry.  On the other hand, see the next bullet point.&lt;br /&gt;
*Modders should consider both the gameplay and story aspects of this flag.  From an in-universe perspective, enabling this flag means that, on a shieldless ship, the energy that would otherwise go to shields is expended without effect and is wasted.  Or, looking at it another way, it means that upgrading a ship to have a shield system also entails upgrading the reactor to deliver 50% more energy.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&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;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&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 Missiles 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,  1.333,0.5,  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;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&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:        0.1,  0.2,  0.35, 0.5,  0.6&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;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&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;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         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>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=66187</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=66187"/>
		<updated>2025-06-25T19:30:32Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add standard strafe fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-12|72a11fd542671e849042a2e8de0f090e5cbdae0d}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ai_profiles.tbl&#039;&#039;&#039; 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;
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the &amp;quot;FS2 RETAIL&amp;quot; AI profile. It&#039;s usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.&lt;br /&gt;
&lt;br /&gt;
{{Table232| This table can also be called &#039;&#039;&#039;mission_profiles.tbl&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
{{Table232| Can also be extended with &#039;&#039;&#039;xxx-msp.tbm&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;reset last_hit_target_time for player hits&#039;&#039;&#039;}}&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;fix ramming stationary targets bug&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;huge turret weapons ignore bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix linked primary weapon decision bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent turrets targeting too distant bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix heat seekers homing on stealth ships bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;allow vertical dodge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai class bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ai guards specific ship in wing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai path order bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;aspect bomb invulnerability fix&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;use actual primary range&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fighters/bombers with no shields can manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;fixed ship-weapon collisions&#039;&#039;&#039;}}&lt;br /&gt;
{{Table220|&lt;br /&gt;
*&#039;&#039;&#039;fighterbay arrivals use carrier orientation&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent negative turret ammo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix keep-safe-distance&#039;&#039;&#039;}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;fix good-rearm-time bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;no continuous turn on attack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;remove-goal properly removes play-dead order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;ships playing dead don&#039;t manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table234|&lt;br /&gt;
*&#039;&#039;&#039;hud squad messages use tactical disarm/disable&#039;&#039;&#039;}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;debris damage respects &#039;big damage&#039; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;force beam turrets to use normal fov&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;guards ignore protected attackers&#039;&#039;&#039;}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;fix avoid-shockwave bugs&#039;&#039;&#039;}}&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 &#039;&#039;&#039;FS2 Retail&#039;&#039;&#039;, 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;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Friendly Fire Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly weapon fire, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Self Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by self-hits, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&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;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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 Missiles 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;
*Note: The alternative spelling &amp;quot;Missles&amp;quot; is also accepted for backwards compatibility reasons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*This number is also checked when a ship checks for a new target, such as using the goal attack-any. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$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;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the time after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI&#039;s aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&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: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&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;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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 for an AI to hesitate about firing a secondary or homing turret weapon at the player. Values range from 0-6, at 0 they will frequently hesitate, at 6 they will never hesitate.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4&lt;br /&gt;
* Mechanic details: AIs are only allowed to fire homing secondaries or turrets with homing weapons at the player in a limited window of time. The window starts every ten seconds, and lasts (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) 7ths of that ten second cycle. Each ship has it&#039;s own cycle, so their windows are not all synchronized.&lt;br /&gt;
* Example: a value of 1 becomes 2/7ths, so ships can fire homing weapons at the player for roughly 2.85 seconds at a time, then are unable to fire them for 7.15 seconds.&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;
===$free afterburner use:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*If set, the AI will use afterburners in more situations.}}&lt;br /&gt;
&lt;br /&gt;
===$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 1.1 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;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$check communications for non-player ships:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, every ship will have the same communications subsystem restrictions as the player, including minimum strength to send messages and EMP scramble status.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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 *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable player secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, players are not allowed to dual-fire their secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$disable ai secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, AIs are not allowed to dual-fire their secondaries.}}&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;
===$fix ramming stationary targets bug:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, AI ships will try not to crash into stationary targets.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3147 Mantis #3147].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, ships that are on different teams and ships that are outside the player&#039;s squadron will be allowed to send death screams.  Additionally, the game will no longer cap a maximum number of screams per mission.  (This flag originated as a customization of message behavior for the Wing Commander Saga mod.)&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform less checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22fov_edge_checks.22|&amp;quot;fov edge checks&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22target_requires_fov.22|&amp;quot;target requires fov&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Normally, 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 flag to YES to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES; to get rid of retail behavior you would specify NO. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Default: NO.&lt;br /&gt;
* When no, when any secondary encounters any beam it is instantly destroyed regardless of if it is marked as interceptable, has a health value, or any other circumstance that would normally apply to interception by other weapons.&lt;br /&gt;
* When true, damage and health values are respected in these circumstances. Secondaries without hitpoints are still destroyed, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*By default, an aspect seeker that&#039;s been decoyed by a CM just flies straight forward, while a heatseeker in the same position will actively home in on the CM.  This flag makes aspect seekers match heatseeker behavior in this regard.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$support don&#039;t add primaries:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, the support ship will not equip a new primary weapon into an empty bank.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay arrivals use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships arriving via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they exit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay departures use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships departing via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they enter.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris damage respects &#039;big damage&#039; flag:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Causes damage inflicted by debris to be limited by the &#039;big damage&#039; flag in the same way as damage inflicted by weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t limit change in speed due to physics whack:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the speed change due to physics whacks (collision, shockwave, etc.) is unlimited.  Without this flag, the speed change will be capped at 440 m/s if it exceeds 500 m/s.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$guards ignore protected attackers:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the AI will not guard against ships that have the &amp;quot;protect-ship&amp;quot; flag.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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 lose its mind 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;
===$default weapon select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$no warp camera:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, prevents the view from switching to the external camera when the player warps out.&lt;br /&gt;
*Note: this flag is deprecated and may get moved to another table without further notice.}}&lt;br /&gt;
&lt;br /&gt;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$strict turret-tagged-only targeting:===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*When set, newer turret-tagged-only behavior will be enabled.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3114 Mantis #3114].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$aspect bomb invulnerability fix:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs.  Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$glide decay requires thrust:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, gliding ships will maintain their current speed without decay as long as they aren&#039;t actively thrusting.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai can slow down when attacking big ships:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*When set, fighters attacking big ships will slow down depending on how long they&#039;ve been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it&#039;s been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use actual primary range:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$override radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, this value overrides the default distance for determining if a ship had reached a point in a model subsystem path. Useful to allow ships with high damp values to navigate subsystem paths when attacking a subsystem. Must be greater than or equal to 1. If &#039;&#039;&#039;&#039;&#039;$use POF radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set than this override value will only be used if the point in the subsystem path is less than 1 or invalid. &lt;br /&gt;
*5 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use POF radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, the distance for determining if a ship had reached a point in a model subsystem path will be the radius of that path point, not the default distance of 5.  &lt;br /&gt;
*Off by default. If this is set to YES and &#039;&#039;&#039;&#039;&#039;&#039;$override radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set to greater than or equal to 1, then the path point radius will be used. If the path point radius cannot be found or is less than 1 then override radius will be used if it is set to greater than or equal to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$lead indicator second-order prediction factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*This is a 0 to 1 multiplier of a factor to adjust the lead indicator to take into account a ship&#039;s rotational velocity as well as its velocity. This will directly affect autoaim, making it more accurate for turning enemies.&lt;br /&gt;
*This &#039;&#039;will&#039;&#039; make the lead indicator slightly jitterier in general, and does not properly take into account gliding. It is recommended to adjust the value to fit your situation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$no directional bias for missile and ship turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When enabled, this will cause ships and missiles to take direct turning paths to point at their target. This does not directly affect their turning time, but in many situations will result in more efficient paths and a better time-to-target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$respect ship axial turnrate differences:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will use the average of their pitch and heading turn times for their turn time on all axes. If this is enabled the ship will actually use the tabled values for each axis.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;&#039;&#039;:The AI will &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; take this into account when turning, it will always turn directly towards its target, even if it could bank and use a faster axis instead. Use this flag carefully, and make sure that their your ships have exactly the turn times you want for each axis.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$any ship with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on any ship to manage ETS for weapons and engines even if they do not have shields set to on. Do note that in Vanilla FS2, some capital ships can go much faster with this enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighters/bombers with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on fighters and bombers to manage ETS for weapons and engines even if they do have shields set to on.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ships playing dead don&#039;t manage ETS:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Prevents ships from managing their ETS is they are currently playing dead.  Managing ETS could lead to unexpected speed changes in ship-maneuver.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better combat collision avoidance for fightercraft:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while fighting, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===$better guard collision avoidance for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while guarding, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat guard avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better guarding collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===$firing requires exact los:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause turrets and AI weapons to only fire if they have a clear line of sight from their firing point to their target&#039;s ship&#039;s center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$exact los minimum detection radius:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*The minimum radius of objects that are considered for line-of-sight when using the &#039;&#039;$firing requires exact los:&#039;&#039; flag.  The default is 10.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved missile avoidance for fightercraft:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fighters/bombers will be much more effective at dodging missiles in general. Of note is that AI do not normally care about countermeasure effect range before dropping them (only distance less than 200m), with this flag, they will only drop them if within countermeasure range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI profile countermeasure chance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class profile countermeasure firing chance. By default Friendly ships always use the second value in &#039;&#039;&#039;$AI Countermeasure Firing Chance:&#039;&#039;&#039; from default AI profile. The older name of &amp;quot;$friendly ships use AI profile countermeasure chance:&amp;quot; also enables this flag. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved subsystem attack pathing:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fightercraft will use a somewhat more efficient and faster subsystem attack pathing method.&lt;br /&gt;
*Notably, this method &#039;&#039;does not&#039;&#039; use the path system. Using this flag, aside from docking and fighter bay paths, &#039;&#039;all other&#039;&#039; paths will be ignored and are no longer necessary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fixed ship-weapon collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Fixes an error in ship-weapon collisions which would occasionally cause them to not trigger when they should.&lt;br /&gt;
*Most obvious when projectiles would erroneously bypass a full shield quadrant and damage the hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI secondary range awareness:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Controls if the AI considers weapon range at all when selecting a secondary weapon to attempt to use. Currently available options are:&lt;br /&gt;
*&#039;RETAIL&#039;: The default. After performing filtering logic based on the target types and weapon flags, the AI will select the first valid secondary bank as its active one, regardless of range.&lt;br /&gt;
*&#039;AWARE&#039;: As retail, except that if a weapon is out of range it the AI will keep looking down the list to see if it has a weapon that is in range, and use that instead if it does. All other weapon selection and restriction logic still applies.}}&lt;br /&gt;
&lt;br /&gt;
===$no shield damage from ship collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Normally, the heavier ship in a collision will receive shield damage from the collision if it has one.&lt;br /&gt;
*This disables that, and causes all involved ships to only take hull damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$turret target recheck time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Defines the amount of time between target recalculation for turrets.&lt;br /&gt;
*Affects turret reaction time in all scenarios, acquiring a target from idle, re-affirming the current target, switching to a new target or even a new subsystem on the same target.&lt;br /&gt;
*Be aware setting this value too low can have an extreme performance impact. It is recommended to not set this below 30 ms.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*Default: 2000}}&lt;br /&gt;
&lt;br /&gt;
===$prevent negative turret ammo:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*By default, turrets with ammo would end up firing one extra shot, resulting in a -1 ammo. This flag corrects that behavior, so the ammo count is properly used. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix keep-safe-distance:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Allows any ship flying the keep-safe-distance behavior to turn toward its goal point. Without this flag, ships will fly into the distance in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI ignores aspect lock for leading:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*When off, AI fighters follows retail behavior of aiming directly at a target when using aspect lock missiles. When on AIs ignore this consideration and always lead their targets when attempting to aim at them.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: on}}&lt;br /&gt;
&lt;br /&gt;
===$fix good-rearm-time bug:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the &amp;quot;good rearm time&amp;quot; SEXP to correctly expire (revert to being a &amp;quot;bad rearm time&amp;quot;) at the end of the specified time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no continuous turn on attack:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Prevents an AI behavior where fighters/bombers will spin around for a second or two when they acquire a target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$remove-goal properly removes play-dead order:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes remove-goal to take the ship out of the play-dead AI mode when removing the play-dead goal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrivals not time limited:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes AI to always complete a bay arrival path, even if it takes longer than 10 seconds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use adjusted AI class autoscale:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes autoscaled AI classes to scale only based on the collection of autoscaled AI classes, not all AI classes.  This prevents autoscaled calculations from being skewed by the presence of non-autoscaled classes in the list.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$carry shield difficulty scaling bug:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Enables an erroneous behavior where player damage difficulty scaling is applied twice to damage from area blasts and shockwaves, greatly changing the effective difficulty scaling. This is a &#039;&#039;bug&#039;&#039; that should not be enabled, unless the mod was balanced during the time between 3.6.14 and 23.1 (mods [[Game_settings.tbl#.24Target_Version:|targeting within those versions]] automatically have this flag enabled).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows debris to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$asteroids affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows asteroids to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$dynamic goals afterburn hard:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Will cause all dynamic goals (such as a fighter defending itself, or a fighter chasing an attacker as part of a guard order) to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$player orders afterburn hard:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause all player orders to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use tactical disarm/disable:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Will cause disarm or disable orders issued by the hud squadmsg menu (i.e. player orders) to be &#039;tactical&#039; goals that do not cause the target to be protected from attack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use ai-form-on-wing-new:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Will cause form-on-wing orders issued by the hud squadmsg menu (i.e. player orders) to be the &#039;new&#039; variant that does not clear other goals assigned to the same ship/wing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$align to target when guarding stationary ship:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause ships to match the target&#039;s orientation when following a guard order, rather than facing directly away from the target which is the normal behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$rotation factor multiplier for player collisions:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Allows modders to have players experience rotational effects from collisions. This value is multiplied by the value of [https://wiki.hard-light.net/index.php/Ships.tbl#.2BRotation_Factor: $Collision Physics: +Rotation Factor:] in the ships table (which is specified for the ship class).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$fix avoid-shockwave bugs:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes a number of bugs affecting the behavior of AI ships trying to avoid ship or weapon shockwaves.  With this flag enabled, the AI will be aware of the correct homing position and impact position of the weapon being evaded, will check the correct ship for shockwave damage, and will properly update stale shockwave-avoidance data.  See PR 6378 for more details.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe used more:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets if the AI tries to always entry strafe mode when attacking large ships even if there are no hostile fighters nearby. By default the AI will only entry strafe mode if the speed is below &#039;$standard strafe triggers under this speed:&#039; and enemy fighters are nearby.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix standard strafe:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this will allow AI to be more effective when attacking big ships in standard strafe mode. With this flag off, there were edge cases where the AI would fly to a point to start a strafe, then think it would collide with the target and then retreat from strafe mode, only to realize it was now far enough to re-engage strafe mode, which commonly resulted in AI just flying around not accomplishing much. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe triggers under this speed:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the velocity under which the AI checks if they should enter strafe mode when attacking large ships. Setting this value higher and enabling $standard strafe used more:&#039; will result in the AI strafing by continually moving, instead of parking next to a big ship and blasting it while not moving. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe distance from target bounding box:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the distance at which the AI flies away from their target&#039;s bounding box to attempt a strafing run when attacking large ships. Setting this value higher will result in ships doing fewer longer distance strafing runs.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe stops after time unhit:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the time duration of a strafing run when attacking a big ship if the attacking ship has not been hit. After this time elapses the AI will stop the current strafing run and loop back to logic of determining of whether or not to do another strafing run. Set higher to allow for longer duration strafing runs. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 20.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard uses big-orbit for target radius above:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the radius of a guardee ship that will trigger the guarder to use the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. This &#039;big guard&#039; mode differs from normal guard, where the AI will attempt to match the speed of the guardee if it is moving, and if it is stationary, it will fly somewhat randomly in circles around it.   &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 500.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard with big-orbit uses max speed percent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets maximum percent velocity of a guarder ship when it is using the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. By default, this value is 1.0, where the AI will fly around this cylindrical shape at full throttle. Value must be greater than 0 and less than or equal to 1. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI Shield Manage Delay:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class shield manage delay. By default, Friendly ships always use the second value in &#039;&#039;&#039;AI Shield Manage Delay:&#039;&#039;&#039; from default AI profile.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI shield management bug:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes an edge-case bug with shield management where the AI will not direct shield energy to a quadrant if it was hit when that quadrant was down. In other words, if a shield quadrant is knocked down to 0 and continues to be shot the AI will not realize it needs to direct energy to that quadrant. Enabling this flag allows the AI to properly recognize which quadrant is in danger and needs additional recharge. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI balances shields instead of directs when attacked:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO AI on ships that manage shields will direct shield energy to a quadrant that was recently hit. If this flag is enabled the AI will always balance shields instead, which can be useful depending on the situation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$disable AI transferring energy:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Prevents AI ships from transferring energy between weapons and shields. AI ships are allowed to attempt transferring energy by default, but some mods may disable this feature for the mod and wish to also ensure the AI does not use it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$enable freespace 1 style missile behavior:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Weapons.tbl#.22freespace_1_missile_behavior.22|Can be applied on a per-weapon basis]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS uses ship class power output:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Connects the &#039;&#039;&#039;$Power Output:&#039;&#039;&#039; field in a ship class entry to the ETS system.  The ship&#039;s power output will serve as a multiplier for ETS energy flowing to guns, shields, and engines, modifying their recharge rates accordingly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS energy same regardless of system presence:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Pro-rates available ETS energy according to the number of systems available.  Normally, for ships without a shield system, FreeSpace behaves as if all shield energy is redirected to guns and engines.  Consequently, weapons and afterburner will recharge faster, and a ship&#039;s default speed will be higher, than if shields were present.  When this flag is enabled, available ETS energy is scaled so that the rates are the same in both situations.&lt;br /&gt;
*This flag presents certain trade-offs.  On one hand, this flag avoids the possibly surprising behavior of ships performing, in shieldless engagements, better than one might expect from the table entry.  On the other hand, see the next bullet point.&lt;br /&gt;
*Modders should consider both the gameplay and story aspects of this flag.  From an in-universe perspective, enabling this flag means that, on a shieldless ship, the energy that would otherwise go to shields is expended without effect and is wasted.  Or, looking at it another way, it means that upgrading a ship to have a shield system also entails upgrading the reactor to deliver 50% more energy.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&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;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&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 Missiles 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,  1.333,0.5,  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;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&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:        0.1,  0.2,  0.35, 0.5,  0.6&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;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&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;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         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>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=66186</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=66186"/>
		<updated>2025-06-25T02:38:57Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add new sound flags, too&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-10|642111676012bc6696f4024c40296a6c20b3b958}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;game_settings.tbl&#039;&#039;&#039;, also known as mod.tbl, defines options that can be changed globally.  All settings are optional.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl#$Target_Version:|target version]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table220|&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Turret_Collisions:|Fixed Turret Collisions]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Missile_Detonation:|Fixed Missile Detonation]]&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Damage_All_Object_Types_Once:|Shockwaves Damage All Object Types Once]]&lt;br /&gt;
*[[game_settings.tbl#$AI_use_framerate_independent_turning:|AI use framerate independent turning]]&lt;br /&gt;
*[[game_settings.tbl#$Use_host_orientation_for_set-camera-facing:|Use host orientation for set-camera-facing]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table230|&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Inherit_Parent_Weapon_Damage_Type:|Shockwaves Inherit Parent Weapon Damage Type]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Chaining_To_Repeating_Events:|Fixed Chaining To Repeating Events]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*[[game_settings.tbl#$Calculate_subsystem_hitpoints_after_parsing:|Calculate subsystem hitpoints after parsing]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GAME SETTINGS==&lt;br /&gt;
Contains settings that affect how the engine works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Version:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Specifies the minimum version of FreeSpace Open that this mod supports. If the version specified here is greater than the version of the current build, an error message is displayed.&lt;br /&gt;
}}&lt;br /&gt;
{{Table381|&lt;br /&gt;
The $Minimum version option has been renamed to $Target Version. The old name is kept with the same functionality for backwards-compatibility.&lt;br /&gt;
&lt;br /&gt;
The target version specifies what version of the FSO engine this mod was created for. It will be used by the engine to enable or disable backwards-incompatible changes by default. The default value is 2.0 which specifies that the mod targets the retail engine version.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Major:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the major component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Minor:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the minor component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;7&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Build:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the build component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Revision:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any).&lt;br /&gt;
For nightly builds this is the date in YYYYMMDD format.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;20151121&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window title:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the name of the FSO window when this mod is running. If blank or unspecified, the window will have the default title of &amp;quot;FreeSpace 2&amp;quot;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window icon:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the icon filename of the FSO window when this mod is running. If blank or unspecified, the window will have the default icon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod title:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the title of the mod and will be displayed at the mainhall near the FSO version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod title on its own.  Previously, the mod version was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod version:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the version of the mod and will be displayed at the mainhall near the FSO version. Can be a string or it can be semantic versioning such as 2.0.0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod version on its own.  Previously, the mod title was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unicode mode:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Enabled the Unicode text mode for this mod. In Unicode mode all text is assumed to be UTF-8 encoded Unicode and certain features are disabled if they do not have full Unicode support. Most notably, if this is enabled then the engine will no longer support the old bitmap fonts that were used by Retail FreeSpace. Only the newer TrueType fonts will be supported.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash screens:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Defines a list of splash screens that FSO can display upon game startup. The actual image displayed is chosen at random from the applicable entries. Entries with exact aspect ratio matches will be prioritized first, followed by aspect ratio ranged matches, followed by entries without an aspect ratio specified.}}&lt;br /&gt;
&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The name of the bitmap to use as a splash screen. Extension will be removed if included.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Bitmap: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio matches the specified number within +/- 0.01.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Min:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at least the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Min: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Max:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at most the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Max: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade in time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade in.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade out time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Center splash logo:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets whether the splash logo will be displayed in the middle of the screen.  If this is false (the default), it will be displayed at the top-left.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable FSO Internal Loadout Restoration System:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
When the player configures the ships and weapons of the wings in the loadout screen, FSO will remember these settings and attempt to apply them again if the player quits the mission and comes back to it later.  FSO will only remember the most recent mission&#039;s loadout, so it will not attempt to restore the loadout if the player loads a different mission.  It will also not attempt this if the mission&#039;s &#039;&#039;$Modified:&#039;&#039; date has changed.  This flag can be used to prevent FSO from attempting restoration even if it normally would.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==#LOCALIZATION SETTINGS==&lt;br /&gt;
Contains various settings related to localization and language support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use tabled strings for the default language:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Causes the game to use the text in strings.tbl and tstrings.tbl even when the current language is English.  By default, the game will use the literal text in the source code and the data files (tables and missions) and will not look up the entry when the language is English.  For other languages, the translation is always used, if it exists, regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t pre-empt training message voice:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Prevents training messages from being interrupted by other training messages.  If a training message has a voice file associated with it, or simulated speech is active, the next message will not be played until the current message has finished.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
This group contains various Campaign related settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Ignored Campaign File Names===&lt;br /&gt;
Defines which campaigns, if present, will not appear in the Campaign Room. In the original implementation, only single-player campaigns could be ignored and file extensions were required, but see below.&lt;br /&gt;
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}&lt;br /&gt;
{{Table382|As of 3.8.2, file name comparisons are not case sensitive and multiplayer campaigns can be ignored.}}&lt;br /&gt;
====$Campaign File Name:====&lt;br /&gt;
File name of the campaign to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===#Ignored Mission File Names===&lt;br /&gt;
{{Table382|Defines which standalone missions, if present, will not appear in the Tech Room or Multiplayer Lobby.  Both single-player and multiplayer missions can be ignored, but missions which appear in a campaign cannot.  File extensions are not required and, if present, are removed by the code.  File name comparisons are not case sensitive.&lt;br /&gt;
====$Mission File Name:====&lt;br /&gt;
File name of the mission to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Red-alert applies to delayed ships:===&lt;br /&gt;
{{Table372|Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#HUD SETTINGS==&lt;br /&gt;
This group contains various HUD behavior settings and overrides&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 0 ms&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene camera displays HUD:===&lt;br /&gt;
Show the HUD when the cutscene camera is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Full color head animations:===&lt;br /&gt;
Enables full-color head ANIs. Normal head ANIs will appear in gray.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t automatically select a turret when targeting a ship:===&lt;br /&gt;
{{Table220|Uses FS1 behavior where targeting a new ship did not target any turrets.  In FS2 a turret is automatically targeted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supernova hits at zero:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Adjusts the HUD timer so that the timer reaches zero when the supernova hits the player.  The actual timing is not affected -- whether the flag is enabled or not, the supernova will always hit the player when 5 seconds remain in the time specified in the sexp.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always warn player about unbound keys used in Directives Gauge:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Ensures that the &amp;quot;Key Unbound&amp;quot; message will pop up for a directive with an unbound key in any single-player mission, not just a training mission. Note, that the default string (index 426) will still say &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with training.&amp;quot; Thus, it is advised to change the string at index 426 using the -lcl.tbm to &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with this mission.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD drop shadows enabled by default:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If this flag is active, certain elements displayed on the HUD (all text, the main targeting reticle, and the background of the ETS gauges) will have a &amp;quot;drop shadow&amp;quot; effect.  Note that whether or not the flag is active, the player can set this using the &amp;quot;Toggle HUD Drop Shadows&amp;quot; control.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify scanning behavior:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Unifies scanning behavior between subsystem, regular, and cargo allowing missions to use all scan types in all situations.&lt;br /&gt;
*Also allows changing the &amp;quot;Cargo:&amp;quot; text line in a mission by adding &amp;quot;$Cargo Title: STRING&amp;quot; after the &amp;quot;$Cargo 1:&amp;quot; or &amp;quot;$Cargo 2:&amp;quot; lines in the mission file. FRED UI support not yet added for $Cargo Title so you have to do it manually.&lt;br /&gt;
*When this flag is enabled, all ships, no matter the ship class, will react the same way to the cargo-related or scanning-related ship flags:&lt;br /&gt;
**They are not scannable by default&lt;br /&gt;
**Setting the &amp;quot;scannable&amp;quot; flag makes them scannable, and scanning the subsystem will reveal the cargo&lt;br /&gt;
**A new flag available with alter-ship-flag, &amp;quot;no-scanned-cargo&amp;quot;, changes the behavior to scanned/unscanned instead of revealing the cargo&lt;br /&gt;
**The &amp;quot;toggle-subsystem-scanning&amp;quot; flag must be set to swap full-ship scanning mode into subsystem scanning mode and works for all ship types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t show callsigns in the escort list:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
By default, callsigns are shown in the escort list using the same format as in the target box.  If this flag is active, callsigns will not be displayed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
This group contains SEXP settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this allows all events in a chain to repeat, instead of only the last one.  It makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Chaining To Repeating Events:===&lt;br /&gt;
{{Table230|When set, this makes event chaining to repeated events work as designed - that is, the chained event will only be evaluated after the chain delay.  If the repeating event&#039;s interval is shorter than the chain delay, then the delay countdown will continually be restarted until all repetitions have completed.  Without this flag, FSO will emulate retail behavior which, due to a bug, allowed chained events to be evaluated immediately after a repeating event is first evaluated.&lt;br /&gt;
&lt;br /&gt;
NOTE: Although the name does not reflect it, the same issue affects repeating events that are evaluated by &amp;lt;tt&amp;gt;is-event-true-delay&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;is-event-false-delay&amp;lt;/tt&amp;gt;.  Without this flag, FSO will emulate retail behavior which causes these SEXP operators to ignore any delay when evaluating repeated events.  With this flag, the delay will be measured from when the final repeat iteration occurs.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Use host orientation for set-camera-facing:===&lt;br /&gt;
{{Table220|When set, this will take into account the host orientation for cutscene cameras.  This is a bugfix for [https://github.com/scp-fs2open/fs2open.github.com/issues/3889 GitHub issue #3889].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle uses pixels:===&lt;br /&gt;
{{Table222|When set, SEXPs which display subtitles will read their arguments as pixels, not percentages.  If &amp;lt;code&amp;gt;$Show-subtitle base resolution:&amp;lt;/code&amp;gt; is set, these pixels will be scaled up or down as needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle base resolution:===&lt;br /&gt;
{{Table222|When set, subtitles are assumed to display at the appropriate size in the specified resolution, and will be scaled up or down if the current screen resolution is different.  If this is not set, or is set to a resolution less than (640, 480), subtitles will not be scaled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD-set-coords base resolution:===&lt;br /&gt;
{{Table232|The hud-set-coords SEXP has always used exact pixels, without regard for the current screen resolution.  This setting enables a similar scaling mechanism as &#039;&#039;$Show-subtitle base resolution:&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$$Always Show Directive Value Count:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If this setting is enabled, Directive-as-Value values in Directives will always show the number. By default this is disabled, and only values &amp;gt; 1 are shown. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
This group contains settings related to graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; (0-3)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (very high)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Briefing Window FOV:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375; some previous versions of FSO used a value of 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (0.0 to 1.0)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.29375&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Generic Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of the pain red flash when the player is hit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of a pain flash when the player&#039;s shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the intensity of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Color:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the RGB color value of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: Color, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(255, 255, 127)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$BMPMAN Slot Limit:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Determines the maximum number of textures that can be loaded simultaneously. This includes every frame of an animation, unless that animation is streaming (e.g. command briefing animations, message talking heads, etc). Also includes dynamically-created textures (used internally for various functions).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Int&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 3500&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;4750&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 10)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the EMP lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (255, 255, 10)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the damage lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the damage lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Requires Rendering Feature:===&lt;br /&gt;
{{Table210|Needs description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Render player muzzle flashes in cockpit:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether muzzle flashes will be shown within the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which glowpoints are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shield effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which thruster flares are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether beam weapons will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which beam effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 4.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a beam effect affects its visibility. This is multiplied by the radius of the beam and added to the above for the final value. This results in larger beams being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether lasers, missiles, countermeasures, etc will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Weapon visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which laser-type weapons are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.3}}&lt;br /&gt;
&lt;br /&gt;
====+$Trail visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which trails (weapon and ship contrails) are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Shockwave visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shockwave effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 2.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Particles affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether particle effects, including impact effects, will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which particle effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a particle effect affects its visibility. This is multiplied by the radius of the particle and added to the above for the final value. This results in larger particles being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fireballs affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether fireballs from ship explosions will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which fireballs are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a fireball affects its visibility. This is multiplied by the radius of the fireball and added to the above for the final value. This results in larger fireballs being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Quality Default:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the default level for shadow quality if the &#039;enable_shadows&#039; command line is used and &#039;shadow_quality&#039; is not used. By default, the FSO will set the shadow detail level to 2. Valid values are 0 (shadows disabled), 1 (Low, 512x512 shadow map), 2 (Medium, 1024x1024 shadow map), 3 (High, 2048x2048 shadow map), or 4 (Ultra, 4096x4096). Note, the command line &#039;shadow_quality&#039; will override any value set here.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the game scene uses. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(200.0, 600.0, 2500.0, 8000.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances Cockpit:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the cockpit pass scene uses. Will only shadow the cockpit model, and does not interact with the external game scene shadow map. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(0.25, 0.75, 1.5, 3.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Techroom:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the techroom.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Cockpit:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on the player cockpit in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Weapons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on weapons in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Ships:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship Casts Shadow:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When cockpit shadows are enabled, enabling this setting will cause the players ship model shown with &amp;quot;show ship&amp;quot; to cast shadow onto the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Model And Cockpit Share Coordinate Space:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When having the &amp;quot;show ship&amp;quot; flag enabled and cockpit models for a ship, this flag should be on if the cockpits can fit into the actual geometry of the ship model. Disable this flag if this is not the case and the cockpit needs to be rendered on top of the ship regardless of actual coordinates. If this can be enabled, the external show ship model can be rendered using deferred rendering.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship enabled only if Cockpits enabled:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Enabling this setting will only use the &#039;show-ship&#039; flag if cockpits are enabled. Useful if your ship uses both &#039;show-ship&#039; and cockpits that exist within the &#039;show-ship&#039; space, and you want to allow players to toggle off cockpits. Note, &#039;show-ship&#039; always only appears if in first-person view. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Thrusters:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Thrusters:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Beams:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that beams will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Muzzle Flashes:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that muzzle flashes will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Trails:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that trails will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Lasers:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that lasers will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Length:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest length that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Radius:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest radius that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Easing Value:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Smooths out the behavior of maneuvering thruster flares the higher above 0 it is.&lt;br /&gt;
*This is the exponential time constant for the visual flare length to reach it&#039;s true length.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SCPUI attempts to load hires animations:===&lt;br /&gt;
{{Table230| &lt;br /&gt;
*Prevents SCPUI from trying to load anims prefixed with &amp;quot;2_&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: true}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table230| &lt;br /&gt;
===$Max draw distance:===&lt;br /&gt;
===$Min draw distance:===&lt;br /&gt;
*These values do more than just cutoff the visuals at certain distances, and they must be adjusted carefully to ensure unintentional rendering artifacts are not introduced.&lt;br /&gt;
*The rendering engine has limited amount of &#039;depth resolution&#039;, the degree to which it can tell a certain polygon is closer or farther away than another. When two polygons are too close, they will Z-fight, picking arbitrarily which is closer. It is the span between the min and max draw distance that determines how well the engine can determine depth, if they are too far from one another, the Z-fighting will become more common as it has to spread its resolution over a wider range. If they are close, Z-fighting will be lessened at the cost of a smaller range of distance able to be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*Default Values: 10,000,000,000 and 1, respectively&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table232| &lt;br /&gt;
===$Randomize particle rotation:===&lt;br /&gt;
*Particle bitmaps are typically screen-aligned; the upper portion of the bitmap will always be mapped to the upper portion of the particle, from the point of view of the camera. Enabling this option makes &#039;&#039;all&#039;&#039; particles have a random &#039;tilt&#039; in an arbitrary direction when created.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable shield effects:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies if FSO attempts to use the shield mesh impact effects. Enabling this flag will prevent the game from preforming any shield mesh effect code, which can be useful if a mod does not use those shield mesh effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#NETWORK SETTINGS==&lt;br /&gt;
This group contains network-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2NetD port:===&lt;br /&gt;
*(description required)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default object update level for multiplayer:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the distances default object update rate  for multiplayer matches. By default, the FSO will set the object update level to 2. Valid values are 0 (Low), 1 (Medium), 2 (High), 3 (LAN). FSO caps the bandwidth it uses based on these settings, but they were designed for connections from 1999. LAN has the least restrictive limits and does not require an actual LAN connection. Also, if a player&#039;s connection is within the dial-up speed range then game auto force the use of the lowest level during a match.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SOUND SETTINGS==&lt;br /&gt;
This group contains sound-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Sound Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default sound fx volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Music Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default music volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.5&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Voice Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default voice volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use weapon class impact sounds for hits to player:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows weapons that hit the player to play their specific impact sounds, not the hard-coded default sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Play thruster sounds for the player:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If the player&#039;s ship has thruster sounds defined, this will ensure they are played like normal, since they are typically suppressed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify minimum engine sound:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Allows $Minimum Engine Volume in ships.tbl to work for all ship classes. By default, that value only triggers for non-huge ships. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Disabled or disrupted engines are silent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
If set, engines will not play their engine noise if the ship is disabled or a disrupted (such as disruptions caused by an active EMP effect or a weapon with the &amp;quot;electronics&amp;quot; flag).  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#FRED SETTINGS==&lt;br /&gt;
This group contains settings for FRED. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable Hard Coded Message Head Ani Files:===&lt;br /&gt;
{{table371|&lt;br /&gt;
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Add Message Head Ani Files:===&lt;br /&gt;
{{table224|&lt;br /&gt;
FRED will append each +Head entry listed below to the head ani selection list in the Event Editor.}}&lt;br /&gt;
&lt;br /&gt;
====+Head:====&lt;br /&gt;
{{table224|&lt;br /&gt;
The head ani filename to add. Extensions will be stripped if included.&lt;br /&gt;
NOTE: Pay attention to file names or anis with a,b, c variation not display in-game (unless called directly). Proper name seems to be Head-xxxNa, Head-xxxNb, with N being some number and XXX being whatever you want. Needs further testing and confirmation &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Head: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable scripting in FRED:===&lt;br /&gt;
{{table382|&lt;br /&gt;
If set, scripting will be enabled in FRED. Use with extreme caution. The effects of scripts on FRED have not been fully tested. You can check if a script is running in FRED by using ba.inMissionEditor().&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED Briefing window resolution:===&lt;br /&gt;
{{table224|&lt;br /&gt;
The width and height of the briefing window in FRED. Defaults to 888x371. Note that changing this only affects FRED and can cause a mismatch to the ingame briefing view which defaults to 888x371 (or 555x232 for 640 base res).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;integer, integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;888,371&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ignore Music Files In Music Player:===&lt;br /&gt;
{{table232|Music files in this section will not be added to FRED&#039;s built-in music player.}}&lt;br /&gt;
====+File:====&lt;br /&gt;
{{table232|Specifies a file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;string&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED spacemouse nonlinearities:===&lt;br /&gt;
{{table232|&lt;br /&gt;
Allows setting custom nonlinearities and scaling for controlling FRED with a spacemouse.&lt;br /&gt;
}}&lt;br /&gt;
====+Sideways exponent:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The exponent for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Sideways scale:====&lt;br /&gt;
{{table232|The multiplier for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch exponent:====&lt;br /&gt;
{{table232|The exponent for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch scale:====&lt;br /&gt;
{{table232|The multiplier for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank exponent:====&lt;br /&gt;
{{table232|The exponent for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank scale:====&lt;br /&gt;
{{table232|The multiplier for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading exponent:====&lt;br /&gt;
{{table232|The exponent for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading scale:====&lt;br /&gt;
{{table232|The multiplier for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
This group contains miscellaneous settings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret&#039;s barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Missile Detonation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*When this flag is set, missiles which reach the center of a submodel will not detonate immediately; they will delay detonation until they have traveled another radius of the submodel.  This fixes missile impacts to submodels whose center lies outside the geometry of the submodel.  In other words, without this flag, a missile might detonate in the middle of the &amp;quot;bowl&amp;quot; of a concave submodel; with this flag, the missile will travel to the other side of the submodel before it detonates.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the 3d ship select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ships in ship/weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapon select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the 3d weapon select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapons in weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d overhead ship:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship overhead view instead of a bitmap in weapon select&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default overhead ship style:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*This specifies which style of overhead view to use if 3d overhead view is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;ROTATE&amp;quot; or &amp;quot;TOPVIEW&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always refresh selected weapon when viewing loadout:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*When set to true, this always refreshes the weapon shown in view box on the right side of the screen when opening the weapon loadout view. This ensures the viewed weapon is one that can actually be on the selected ship when first clicking on the weapon loadout screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents&#039; collision group setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flight controls follow eyepoint orientation:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that if the player ship&#039;s eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams Use Damage Factors:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default fiction viewer UI:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies which fiction viewer layout to use in missions that don&#039;t specify one. Possible values are as follows:&lt;br /&gt;
**&amp;quot;FS2&amp;quot;: Standard layout. Requires (2_)fictionviewer and (2_)fictionviewer-m to be present in data\interface.&lt;br /&gt;
**&amp;quot;WCS&amp;quot;: Moves the &amp;quot;Accept&amp;quot; button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.&lt;br /&gt;
**&amp;quot;auto&amp;quot;: Selects &amp;quot;WCS&amp;quot; if the appropriate files are present; otherwise, selects &amp;quot;FS2&amp;quot;. This is the default setting.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Movie subtitle font:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Specifies which font should be used for displaying subtitles in the cutscene player. This should be the name given to this font in the fonts table. Since movie subtitles can contain Unicode text it is a good idea to enable Unicode mode when movie subtitles are used but this is not enforced by this option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable built-in translations:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Turns off hard-coded translations, e.g. Transport -&amp;gt; Transporter in German.  All strings will either use their XSTR entry or else not be translated.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon shockwave damage respects huge ship flags:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Controls whether weapon shockwaves will respect the huge/supercap ship flags.  In retail they do not.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable external default scripts:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Enables the loading of external scripts with the same name as a built-in script. Otherwise, uses the version of the script included in the executable (currently, just cfile_require.lua).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines the speed the player must reach to warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;40.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target warpout match percent:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines how close to the warpout speed the player needs to be to actually warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.05&#039;&#039;&#039;&#039;&#039; (5%)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum player warpout time:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*The [[Ships.tbl#.24Warpout_Engage_Time:|default amount of time]], in seconds, warping out will take before actually starting to check whether the player is the right speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable in-game options:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Mode whereby various settings can be modified by FSO while it&#039;s still running, rather than being set by the launcher before execution. By default is now ON, and can be accessed by going to the Options menu and pressing F3. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;YES&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Shockwave Default Multiplier:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Amount of damage, as a multiple of normal shockwave damage, assigned to a weapon&#039;s [[Weapons.tbl#.24Dinky shockwave:|dinky shockwave]] by default. To get the same behavior FSO had from 2005-2019, set this to 0.25.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Always Damage Bombs:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Enables all bombs being damaged by shockwaves. Previously only those marked with flags could be damaged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Damage All Object Types Once:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Keeps any object from being damaged more than once by a shockwave.  The default behavior is for asteroids and flagged missiles to be damaged every frame by the shockwave.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Inherit Parent Weapon Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When enabled, the shockwaves of weapons that have a defined damage type automatically inherit that damage type, rather than dealing &amp;quot;typeless&amp;quot; damage. As this behavior is more intuitive than when this flag is disabled, mods targeting 22.4 or newer versions of FSO will have it enabled by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039; for mods targeting 22.4 or newer versions of FSO, otherwise &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When combined with &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot;, this string is added to the inherited damage type to define the shockwave&#039;s damage type. For example, if a weapon has the damage type &amp;quot;heavy&amp;quot; and the provided suffix is &amp;quot;-shock&amp;quot;, then that weapon&#039;s shockwave&#039;s damage type would default to &amp;quot;heavy-shock&amp;quot;.&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Dinky Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Inherited Shockwave Damage Type Added Suffix:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If a weapon&#039;s shockwave doesn&#039;t have a damage type set, it will have this damage type instead (when &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot; is enabled, this will only be used if the weapon itself also doesn&#039;t have a damage type set).&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Dinky Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Default Shockwave Damage Type:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Engine Wash Intensity:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Allows the game to use the [[ships.tbl#.24Intensity::|Intensity]] value when calculating Engine Wash effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Apply HUD shudder to chase view:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Applies hud shudder (afterburner and engine wash) also to chase view. Does not override the command line toggle. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Swarmers Lead Targets:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes swarm missiles to lead their targets by default, and will make use of [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] if specified, like normal aspect seekers. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Threshold for Weapons Subsystems to Trigger Turret Inaccuracy:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the damage threshold for when turrets become less accurate due to weapon subsystem damage. In other words, how damaged do a ship&#039;s aggregated weapons systems have to be before the turrets become inaccurate? Value must be between 0.0-1.0 (includes 0.0 and 1.0).   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI use framerate independent turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Without this flag, missiles turn rate is directly dependent on the current framerate. When enabled their turn rate will be consistent, with the &amp;quot;true&amp;quot; turning taken to be observed turning at 60fps. This flag also affects ships, but the instability is only apparent at extremely low framerates, and so the change will not be apparent. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+AI respect tabled turn time and rotdamp:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Due to complicated physics issues caused by retail not using the above method, tabled turn times on ships and missiles are not representative of actual observed turn times. The above flag makes it consistent, but this flag will make it accurate to what is actually listed in the table. &lt;br /&gt;
*Additionally, rotdamp is now used properly by the AI in a similar manner to players. More rotdamp will result in slower rotational acceleration, and less results in faster acceleration.&lt;br /&gt;
*NOTE: BEWARE OF ADDING THIS FLAG TO AN EXISTING MODPACK. NEARLY EVERY SINGLE TURN TIME WILL NEED TO BE CHANGED.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player starts in third person/chase view by default:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*When this flag is set, a player will start the mission in the chase view, not in the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Custom briefing icons always override standard icons:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Custom ship briefing icons will always be shown when the briefing icon is a ship, but not when it is a non-ship icon such as a planet.  Set this flag to use custom briefing icons in all cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lead indicator behavior:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Changes how Lead Indicators behave when multiple weapon banks are linked and in range.&lt;br /&gt;
When set to default, if you have linked weapons, only the indicator for the one with the farthest range will be drawn.&lt;br /&gt;
When set to multiple, a lead indicator is drawn for all primary weapons in range when you have them linked.&lt;br /&gt;
When set to average, a single lead indicator is drawn in the average of the position where each of them would usually be drawn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** Valid options are &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;multiple&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;average&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use distant firepoint for all turrets:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the game to use firepoint-based target leading calculations for all turrets. This is useful if all or most turrets in a given mod has firepoints that are distant from their center-point.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable discord rich presence:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Enables or disables the built-in Discord game-status reporting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always hide hidden ships in hotkey list:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to always hide ships with HIDDEN hotkey (set in FRED), even in the in-mission hotkey menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Allow automatically assigning personas:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not the game will automatically assign personas to ships that have no persona set.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures use capacity:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not Countermeasures use tabled capacity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Calculate subsystem hitpoints after parsing:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Causes subsystem hitpoints to be calculated after all ships.tbl and -shp.tbm files have been parsed.  This allows subsystem percentages to correctly reflect the final hull value rather than the first hull value encountered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Fix scripted velocity:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*If this setting is enabled, object velocity set via script will wholly determine the change in position for that frame, ignoring &#039;&#039;all&#039;&#039; other in-engine concerns. Otherwise, the game engine will likely overwrite/ignore any changes, depending on when the changes were made in the frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Preload briefing icon models:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this forces preloading of models used for briefing icons. This only loads models used for icons that haven&#039;t already been loaded for the mission. This is useful for SCPUI&#039;s where hovering over an icon shows the model without having to click on it and the stutter when it loads models not used in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Behavior for pressing Escape key in options menu:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set to &#039;save&#039;, the escape key for the HUD and Options screen saves options when leaving those screens (ie it does the same thing as pressing Ctrl-Enter/Accept). By default (or if set to &#039;default&#039;) the Escape key will not save any changed values when exiting those screens. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Disable intro cutscene:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this disables loading of any cutscenes as the game starts that might play before the player reaches the pilot select screen. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Show locked status for scramble missions:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, scramble mission will show a text line right below the words &#039;Weapons Loadout&#039; that states &amp;quot;Ships/Weapons Locked&amp;quot; (XSTR 749), thus the player can easily see their loadouts are locked and they do not have to check the loaoout buttons on every mission. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #Ignored Campaign File Names&lt;br /&gt;
    $Campaign File Name: FreeSpace2.fc2&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Fix Turret Collisions: True&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=66185</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=66185"/>
		<updated>2025-06-25T02:35:08Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add some new flags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-10|642111676012bc6696f4024c40296a6c20b3b958}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;game_settings.tbl&#039;&#039;&#039;, also known as mod.tbl, defines options that can be changed globally.  All settings are optional.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl#$Target_Version:|target version]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table220|&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Turret_Collisions:|Fixed Turret Collisions]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Missile_Detonation:|Fixed Missile Detonation]]&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Damage_All_Object_Types_Once:|Shockwaves Damage All Object Types Once]]&lt;br /&gt;
*[[game_settings.tbl#$AI_use_framerate_independent_turning:|AI use framerate independent turning]]&lt;br /&gt;
*[[game_settings.tbl#$Use_host_orientation_for_set-camera-facing:|Use host orientation for set-camera-facing]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table230|&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Inherit_Parent_Weapon_Damage_Type:|Shockwaves Inherit Parent Weapon Damage Type]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Chaining_To_Repeating_Events:|Fixed Chaining To Repeating Events]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*[[game_settings.tbl#$Calculate_subsystem_hitpoints_after_parsing:|Calculate subsystem hitpoints after parsing]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GAME SETTINGS==&lt;br /&gt;
Contains settings that affect how the engine works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Version:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Specifies the minimum version of FreeSpace Open that this mod supports. If the version specified here is greater than the version of the current build, an error message is displayed.&lt;br /&gt;
}}&lt;br /&gt;
{{Table381|&lt;br /&gt;
The $Minimum version option has been renamed to $Target Version. The old name is kept with the same functionality for backwards-compatibility.&lt;br /&gt;
&lt;br /&gt;
The target version specifies what version of the FSO engine this mod was created for. It will be used by the engine to enable or disable backwards-incompatible changes by default. The default value is 2.0 which specifies that the mod targets the retail engine version.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Major:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the major component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Minor:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the minor component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;7&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Build:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the build component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Revision:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any).&lt;br /&gt;
For nightly builds this is the date in YYYYMMDD format.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;20151121&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window title:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the name of the FSO window when this mod is running. If blank or unspecified, the window will have the default title of &amp;quot;FreeSpace 2&amp;quot;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window icon:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the icon filename of the FSO window when this mod is running. If blank or unspecified, the window will have the default icon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod title:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the title of the mod and will be displayed at the mainhall near the FSO version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod title on its own.  Previously, the mod version was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod version:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the version of the mod and will be displayed at the mainhall near the FSO version. Can be a string or it can be semantic versioning such as 2.0.0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod version on its own.  Previously, the mod title was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unicode mode:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Enabled the Unicode text mode for this mod. In Unicode mode all text is assumed to be UTF-8 encoded Unicode and certain features are disabled if they do not have full Unicode support. Most notably, if this is enabled then the engine will no longer support the old bitmap fonts that were used by Retail FreeSpace. Only the newer TrueType fonts will be supported.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash screens:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Defines a list of splash screens that FSO can display upon game startup. The actual image displayed is chosen at random from the applicable entries. Entries with exact aspect ratio matches will be prioritized first, followed by aspect ratio ranged matches, followed by entries without an aspect ratio specified.}}&lt;br /&gt;
&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The name of the bitmap to use as a splash screen. Extension will be removed if included.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Bitmap: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio matches the specified number within +/- 0.01.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Min:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at least the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Min: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Max:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at most the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Max: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade in time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade in.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade out time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Center splash logo:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets whether the splash logo will be displayed in the middle of the screen.  If this is false (the default), it will be displayed at the top-left.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable FSO Internal Loadout Restoration System:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
When the player configures the ships and weapons of the wings in the loadout screen, FSO will remember these settings and attempt to apply them again if the player quits the mission and comes back to it later.  FSO will only remember the most recent mission&#039;s loadout, so it will not attempt to restore the loadout if the player loads a different mission.  It will also not attempt this if the mission&#039;s &#039;&#039;$Modified:&#039;&#039; date has changed.  This flag can be used to prevent FSO from attempting restoration even if it normally would.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==#LOCALIZATION SETTINGS==&lt;br /&gt;
Contains various settings related to localization and language support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use tabled strings for the default language:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Causes the game to use the text in strings.tbl and tstrings.tbl even when the current language is English.  By default, the game will use the literal text in the source code and the data files (tables and missions) and will not look up the entry when the language is English.  For other languages, the translation is always used, if it exists, regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t pre-empt training message voice:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Prevents training messages from being interrupted by other training messages.  If a training message has a voice file associated with it, or simulated speech is active, the next message will not be played until the current message has finished.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
This group contains various Campaign related settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Ignored Campaign File Names===&lt;br /&gt;
Defines which campaigns, if present, will not appear in the Campaign Room. In the original implementation, only single-player campaigns could be ignored and file extensions were required, but see below.&lt;br /&gt;
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}&lt;br /&gt;
{{Table382|As of 3.8.2, file name comparisons are not case sensitive and multiplayer campaigns can be ignored.}}&lt;br /&gt;
====$Campaign File Name:====&lt;br /&gt;
File name of the campaign to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===#Ignored Mission File Names===&lt;br /&gt;
{{Table382|Defines which standalone missions, if present, will not appear in the Tech Room or Multiplayer Lobby.  Both single-player and multiplayer missions can be ignored, but missions which appear in a campaign cannot.  File extensions are not required and, if present, are removed by the code.  File name comparisons are not case sensitive.&lt;br /&gt;
====$Mission File Name:====&lt;br /&gt;
File name of the mission to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Red-alert applies to delayed ships:===&lt;br /&gt;
{{Table372|Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#HUD SETTINGS==&lt;br /&gt;
This group contains various HUD behavior settings and overrides&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 0 ms&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene camera displays HUD:===&lt;br /&gt;
Show the HUD when the cutscene camera is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Full color head animations:===&lt;br /&gt;
Enables full-color head ANIs. Normal head ANIs will appear in gray.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t automatically select a turret when targeting a ship:===&lt;br /&gt;
{{Table220|Uses FS1 behavior where targeting a new ship did not target any turrets.  In FS2 a turret is automatically targeted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supernova hits at zero:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Adjusts the HUD timer so that the timer reaches zero when the supernova hits the player.  The actual timing is not affected -- whether the flag is enabled or not, the supernova will always hit the player when 5 seconds remain in the time specified in the sexp.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always warn player about unbound keys used in Directives Gauge:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Ensures that the &amp;quot;Key Unbound&amp;quot; message will pop up for a directive with an unbound key in any single-player mission, not just a training mission. Note, that the default string (index 426) will still say &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with training.&amp;quot; Thus, it is advised to change the string at index 426 using the -lcl.tbm to &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with this mission.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD drop shadows enabled by default:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If this flag is active, certain elements displayed on the HUD (all text, the main targeting reticle, and the background of the ETS gauges) will have a &amp;quot;drop shadow&amp;quot; effect.  Note that whether or not the flag is active, the player can set this using the &amp;quot;Toggle HUD Drop Shadows&amp;quot; control.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify scanning behavior:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Unifies scanning behavior between subsystem, regular, and cargo allowing missions to use all scan types in all situations.&lt;br /&gt;
*Also allows changing the &amp;quot;Cargo:&amp;quot; text line in a mission by adding &amp;quot;$Cargo Title: STRING&amp;quot; after the &amp;quot;$Cargo 1:&amp;quot; or &amp;quot;$Cargo 2:&amp;quot; lines in the mission file. FRED UI support not yet added for $Cargo Title so you have to do it manually.&lt;br /&gt;
*When this flag is enabled, all ships, no matter the ship class, will react the same way to the cargo-related or scanning-related ship flags:&lt;br /&gt;
**They are not scannable by default&lt;br /&gt;
**Setting the &amp;quot;scannable&amp;quot; flag makes them scannable, and scanning the subsystem will reveal the cargo&lt;br /&gt;
**A new flag available with alter-ship-flag, &amp;quot;no-scanned-cargo&amp;quot;, changes the behavior to scanned/unscanned instead of revealing the cargo&lt;br /&gt;
**The &amp;quot;toggle-subsystem-scanning&amp;quot; flag must be set to swap full-ship scanning mode into subsystem scanning mode and works for all ship types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t show callsigns in the escort list:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
By default, callsigns are shown in the escort list using the same format as in the target box.  If this flag is active, callsigns will not be displayed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
This group contains SEXP settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this allows all events in a chain to repeat, instead of only the last one.  It makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Chaining To Repeating Events:===&lt;br /&gt;
{{Table230|When set, this makes event chaining to repeated events work as designed - that is, the chained event will only be evaluated after the chain delay.  If the repeating event&#039;s interval is shorter than the chain delay, then the delay countdown will continually be restarted until all repetitions have completed.  Without this flag, FSO will emulate retail behavior which, due to a bug, allowed chained events to be evaluated immediately after a repeating event is first evaluated.&lt;br /&gt;
&lt;br /&gt;
NOTE: Although the name does not reflect it, the same issue affects repeating events that are evaluated by &amp;lt;tt&amp;gt;is-event-true-delay&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;is-event-false-delay&amp;lt;/tt&amp;gt;.  Without this flag, FSO will emulate retail behavior which causes these SEXP operators to ignore any delay when evaluating repeated events.  With this flag, the delay will be measured from when the final repeat iteration occurs.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Use host orientation for set-camera-facing:===&lt;br /&gt;
{{Table220|When set, this will take into account the host orientation for cutscene cameras.  This is a bugfix for [https://github.com/scp-fs2open/fs2open.github.com/issues/3889 GitHub issue #3889].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle uses pixels:===&lt;br /&gt;
{{Table222|When set, SEXPs which display subtitles will read their arguments as pixels, not percentages.  If &amp;lt;code&amp;gt;$Show-subtitle base resolution:&amp;lt;/code&amp;gt; is set, these pixels will be scaled up or down as needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle base resolution:===&lt;br /&gt;
{{Table222|When set, subtitles are assumed to display at the appropriate size in the specified resolution, and will be scaled up or down if the current screen resolution is different.  If this is not set, or is set to a resolution less than (640, 480), subtitles will not be scaled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD-set-coords base resolution:===&lt;br /&gt;
{{Table232|The hud-set-coords SEXP has always used exact pixels, without regard for the current screen resolution.  This setting enables a similar scaling mechanism as &#039;&#039;$Show-subtitle base resolution:&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$$Always Show Directive Value Count:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If this setting is enabled, Directive-as-Value values in Directives will always show the number. By default this is disabled, and only values &amp;gt; 1 are shown. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
This group contains settings related to graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; (0-3)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (very high)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Briefing Window FOV:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375; some previous versions of FSO used a value of 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (0.0 to 1.0)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.29375&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Generic Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of the pain red flash when the player is hit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of a pain flash when the player&#039;s shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the intensity of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Color:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the RGB color value of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: Color, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(255, 255, 127)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$BMPMAN Slot Limit:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Determines the maximum number of textures that can be loaded simultaneously. This includes every frame of an animation, unless that animation is streaming (e.g. command briefing animations, message talking heads, etc). Also includes dynamically-created textures (used internally for various functions).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Int&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 3500&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;4750&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 10)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the EMP lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (255, 255, 10)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the damage lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the damage lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Requires Rendering Feature:===&lt;br /&gt;
{{Table210|Needs description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Render player muzzle flashes in cockpit:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether muzzle flashes will be shown within the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which glowpoints are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shield effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which thruster flares are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether beam weapons will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which beam effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 4.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a beam effect affects its visibility. This is multiplied by the radius of the beam and added to the above for the final value. This results in larger beams being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether lasers, missiles, countermeasures, etc will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Weapon visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which laser-type weapons are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.3}}&lt;br /&gt;
&lt;br /&gt;
====+$Trail visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which trails (weapon and ship contrails) are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Shockwave visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shockwave effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 2.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Particles affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether particle effects, including impact effects, will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which particle effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a particle effect affects its visibility. This is multiplied by the radius of the particle and added to the above for the final value. This results in larger particles being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fireballs affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether fireballs from ship explosions will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which fireballs are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a fireball affects its visibility. This is multiplied by the radius of the fireball and added to the above for the final value. This results in larger fireballs being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Quality Default:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the default level for shadow quality if the &#039;enable_shadows&#039; command line is used and &#039;shadow_quality&#039; is not used. By default, the FSO will set the shadow detail level to 2. Valid values are 0 (shadows disabled), 1 (Low, 512x512 shadow map), 2 (Medium, 1024x1024 shadow map), 3 (High, 2048x2048 shadow map), or 4 (Ultra, 4096x4096). Note, the command line &#039;shadow_quality&#039; will override any value set here.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the game scene uses. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(200.0, 600.0, 2500.0, 8000.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances Cockpit:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the cockpit pass scene uses. Will only shadow the cockpit model, and does not interact with the external game scene shadow map. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(0.25, 0.75, 1.5, 3.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Techroom:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the techroom.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Cockpit:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on the player cockpit in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Weapons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on weapons in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Ships:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship Casts Shadow:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When cockpit shadows are enabled, enabling this setting will cause the players ship model shown with &amp;quot;show ship&amp;quot; to cast shadow onto the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Model And Cockpit Share Coordinate Space:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When having the &amp;quot;show ship&amp;quot; flag enabled and cockpit models for a ship, this flag should be on if the cockpits can fit into the actual geometry of the ship model. Disable this flag if this is not the case and the cockpit needs to be rendered on top of the ship regardless of actual coordinates. If this can be enabled, the external show ship model can be rendered using deferred rendering.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship enabled only if Cockpits enabled:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Enabling this setting will only use the &#039;show-ship&#039; flag if cockpits are enabled. Useful if your ship uses both &#039;show-ship&#039; and cockpits that exist within the &#039;show-ship&#039; space, and you want to allow players to toggle off cockpits. Note, &#039;show-ship&#039; always only appears if in first-person view. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Thrusters:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Thrusters:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Beams:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that beams will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Muzzle Flashes:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that muzzle flashes will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Trails:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that trails will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Lasers:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that lasers will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Length:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest length that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Radius:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest radius that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Easing Value:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Smooths out the behavior of maneuvering thruster flares the higher above 0 it is.&lt;br /&gt;
*This is the exponential time constant for the visual flare length to reach it&#039;s true length.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SCPUI attempts to load hires animations:===&lt;br /&gt;
{{Table230| &lt;br /&gt;
*Prevents SCPUI from trying to load anims prefixed with &amp;quot;2_&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: true}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table230| &lt;br /&gt;
===$Max draw distance:===&lt;br /&gt;
===$Min draw distance:===&lt;br /&gt;
*These values do more than just cutoff the visuals at certain distances, and they must be adjusted carefully to ensure unintentional rendering artifacts are not introduced.&lt;br /&gt;
*The rendering engine has limited amount of &#039;depth resolution&#039;, the degree to which it can tell a certain polygon is closer or farther away than another. When two polygons are too close, they will Z-fight, picking arbitrarily which is closer. It is the span between the min and max draw distance that determines how well the engine can determine depth, if they are too far from one another, the Z-fighting will become more common as it has to spread its resolution over a wider range. If they are close, Z-fighting will be lessened at the cost of a smaller range of distance able to be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*Default Values: 10,000,000,000 and 1, respectively&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table232| &lt;br /&gt;
===$Randomize particle rotation:===&lt;br /&gt;
*Particle bitmaps are typically screen-aligned; the upper portion of the bitmap will always be mapped to the upper portion of the particle, from the point of view of the camera. Enabling this option makes &#039;&#039;all&#039;&#039; particles have a random &#039;tilt&#039; in an arbitrary direction when created.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable shield effects:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies if FSO attempts to use the shield mesh impact effects. Enabling this flag will prevent the game from preforming any shield mesh effect code, which can be useful if a mod does not use those shield mesh effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#NETWORK SETTINGS==&lt;br /&gt;
This group contains network-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2NetD port:===&lt;br /&gt;
*(description required)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default object update level for multiplayer:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the distances default object update rate  for multiplayer matches. By default, the FSO will set the object update level to 2. Valid values are 0 (Low), 1 (Medium), 2 (High), 3 (LAN). FSO caps the bandwidth it uses based on these settings, but they were designed for connections from 1999. LAN has the least restrictive limits and does not require an actual LAN connection. Also, if a player&#039;s connection is within the dial-up speed range then game auto force the use of the lowest level during a match.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SOUND SETTINGS==&lt;br /&gt;
This group contains sound-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Sound Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default sound fx volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Music Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default music volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.5&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Voice Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default voice volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use weapon class impact sounds for hits to player:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows weapons that hit the player to play their specific impact sounds, not the hard-coded default sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Play thruster sounds for the player:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If the player&#039;s ship has thruster sounds defined, this will ensure they are played like normal, since they are typically suppressed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify Minimum Engine Volume:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Allows $Minimum Engine Volume in ships.tbl to work for all ship classes. By default, that value only triggers for non-huge ships. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#FRED SETTINGS==&lt;br /&gt;
This group contains settings for FRED. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable Hard Coded Message Head Ani Files:===&lt;br /&gt;
{{table371|&lt;br /&gt;
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Add Message Head Ani Files:===&lt;br /&gt;
{{table224|&lt;br /&gt;
FRED will append each +Head entry listed below to the head ani selection list in the Event Editor.}}&lt;br /&gt;
&lt;br /&gt;
====+Head:====&lt;br /&gt;
{{table224|&lt;br /&gt;
The head ani filename to add. Extensions will be stripped if included.&lt;br /&gt;
NOTE: Pay attention to file names or anis with a,b, c variation not display in-game (unless called directly). Proper name seems to be Head-xxxNa, Head-xxxNb, with N being some number and XXX being whatever you want. Needs further testing and confirmation &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Head: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable scripting in FRED:===&lt;br /&gt;
{{table382|&lt;br /&gt;
If set, scripting will be enabled in FRED. Use with extreme caution. The effects of scripts on FRED have not been fully tested. You can check if a script is running in FRED by using ba.inMissionEditor().&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED Briefing window resolution:===&lt;br /&gt;
{{table224|&lt;br /&gt;
The width and height of the briefing window in FRED. Defaults to 888x371. Note that changing this only affects FRED and can cause a mismatch to the ingame briefing view which defaults to 888x371 (or 555x232 for 640 base res).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;integer, integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;888,371&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ignore Music Files In Music Player:===&lt;br /&gt;
{{table232|Music files in this section will not be added to FRED&#039;s built-in music player.}}&lt;br /&gt;
====+File:====&lt;br /&gt;
{{table232|Specifies a file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;string&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED spacemouse nonlinearities:===&lt;br /&gt;
{{table232|&lt;br /&gt;
Allows setting custom nonlinearities and scaling for controlling FRED with a spacemouse.&lt;br /&gt;
}}&lt;br /&gt;
====+Sideways exponent:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The exponent for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Sideways scale:====&lt;br /&gt;
{{table232|The multiplier for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch exponent:====&lt;br /&gt;
{{table232|The exponent for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch scale:====&lt;br /&gt;
{{table232|The multiplier for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank exponent:====&lt;br /&gt;
{{table232|The exponent for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank scale:====&lt;br /&gt;
{{table232|The multiplier for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading exponent:====&lt;br /&gt;
{{table232|The exponent for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading scale:====&lt;br /&gt;
{{table232|The multiplier for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
This group contains miscellaneous settings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret&#039;s barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Missile Detonation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*When this flag is set, missiles which reach the center of a submodel will not detonate immediately; they will delay detonation until they have traveled another radius of the submodel.  This fixes missile impacts to submodels whose center lies outside the geometry of the submodel.  In other words, without this flag, a missile might detonate in the middle of the &amp;quot;bowl&amp;quot; of a concave submodel; with this flag, the missile will travel to the other side of the submodel before it detonates.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the 3d ship select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ships in ship/weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapon select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the 3d weapon select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapons in weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d overhead ship:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship overhead view instead of a bitmap in weapon select&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default overhead ship style:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*This specifies which style of overhead view to use if 3d overhead view is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;ROTATE&amp;quot; or &amp;quot;TOPVIEW&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always refresh selected weapon when viewing loadout:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*When set to true, this always refreshes the weapon shown in view box on the right side of the screen when opening the weapon loadout view. This ensures the viewed weapon is one that can actually be on the selected ship when first clicking on the weapon loadout screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents&#039; collision group setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flight controls follow eyepoint orientation:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that if the player ship&#039;s eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams Use Damage Factors:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default fiction viewer UI:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies which fiction viewer layout to use in missions that don&#039;t specify one. Possible values are as follows:&lt;br /&gt;
**&amp;quot;FS2&amp;quot;: Standard layout. Requires (2_)fictionviewer and (2_)fictionviewer-m to be present in data\interface.&lt;br /&gt;
**&amp;quot;WCS&amp;quot;: Moves the &amp;quot;Accept&amp;quot; button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.&lt;br /&gt;
**&amp;quot;auto&amp;quot;: Selects &amp;quot;WCS&amp;quot; if the appropriate files are present; otherwise, selects &amp;quot;FS2&amp;quot;. This is the default setting.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Movie subtitle font:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Specifies which font should be used for displaying subtitles in the cutscene player. This should be the name given to this font in the fonts table. Since movie subtitles can contain Unicode text it is a good idea to enable Unicode mode when movie subtitles are used but this is not enforced by this option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable built-in translations:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Turns off hard-coded translations, e.g. Transport -&amp;gt; Transporter in German.  All strings will either use their XSTR entry or else not be translated.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon shockwave damage respects huge ship flags:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Controls whether weapon shockwaves will respect the huge/supercap ship flags.  In retail they do not.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable external default scripts:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Enables the loading of external scripts with the same name as a built-in script. Otherwise, uses the version of the script included in the executable (currently, just cfile_require.lua).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines the speed the player must reach to warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;40.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target warpout match percent:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines how close to the warpout speed the player needs to be to actually warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.05&#039;&#039;&#039;&#039;&#039; (5%)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum player warpout time:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*The [[Ships.tbl#.24Warpout_Engage_Time:|default amount of time]], in seconds, warping out will take before actually starting to check whether the player is the right speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable in-game options:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Mode whereby various settings can be modified by FSO while it&#039;s still running, rather than being set by the launcher before execution. By default is now ON, and can be accessed by going to the Options menu and pressing F3. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;YES&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Shockwave Default Multiplier:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Amount of damage, as a multiple of normal shockwave damage, assigned to a weapon&#039;s [[Weapons.tbl#.24Dinky shockwave:|dinky shockwave]] by default. To get the same behavior FSO had from 2005-2019, set this to 0.25.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Always Damage Bombs:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Enables all bombs being damaged by shockwaves. Previously only those marked with flags could be damaged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Damage All Object Types Once:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Keeps any object from being damaged more than once by a shockwave.  The default behavior is for asteroids and flagged missiles to be damaged every frame by the shockwave.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Inherit Parent Weapon Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When enabled, the shockwaves of weapons that have a defined damage type automatically inherit that damage type, rather than dealing &amp;quot;typeless&amp;quot; damage. As this behavior is more intuitive than when this flag is disabled, mods targeting 22.4 or newer versions of FSO will have it enabled by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039; for mods targeting 22.4 or newer versions of FSO, otherwise &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When combined with &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot;, this string is added to the inherited damage type to define the shockwave&#039;s damage type. For example, if a weapon has the damage type &amp;quot;heavy&amp;quot; and the provided suffix is &amp;quot;-shock&amp;quot;, then that weapon&#039;s shockwave&#039;s damage type would default to &amp;quot;heavy-shock&amp;quot;.&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Dinky Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Inherited Shockwave Damage Type Added Suffix:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If a weapon&#039;s shockwave doesn&#039;t have a damage type set, it will have this damage type instead (when &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot; is enabled, this will only be used if the weapon itself also doesn&#039;t have a damage type set).&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Dinky Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Default Shockwave Damage Type:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Engine Wash Intensity:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Allows the game to use the [[ships.tbl#.24Intensity::|Intensity]] value when calculating Engine Wash effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Apply HUD shudder to chase view:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Applies hud shudder (afterburner and engine wash) also to chase view. Does not override the command line toggle. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Swarmers Lead Targets:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes swarm missiles to lead their targets by default, and will make use of [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] if specified, like normal aspect seekers. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Threshold for Weapons Subsystems to Trigger Turret Inaccuracy:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the damage threshold for when turrets become less accurate due to weapon subsystem damage. In other words, how damaged do a ship&#039;s aggregated weapons systems have to be before the turrets become inaccurate? Value must be between 0.0-1.0 (includes 0.0 and 1.0).   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI use framerate independent turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Without this flag, missiles turn rate is directly dependent on the current framerate. When enabled their turn rate will be consistent, with the &amp;quot;true&amp;quot; turning taken to be observed turning at 60fps. This flag also affects ships, but the instability is only apparent at extremely low framerates, and so the change will not be apparent. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+AI respect tabled turn time and rotdamp:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Due to complicated physics issues caused by retail not using the above method, tabled turn times on ships and missiles are not representative of actual observed turn times. The above flag makes it consistent, but this flag will make it accurate to what is actually listed in the table. &lt;br /&gt;
*Additionally, rotdamp is now used properly by the AI in a similar manner to players. More rotdamp will result in slower rotational acceleration, and less results in faster acceleration.&lt;br /&gt;
*NOTE: BEWARE OF ADDING THIS FLAG TO AN EXISTING MODPACK. NEARLY EVERY SINGLE TURN TIME WILL NEED TO BE CHANGED.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player starts in third person/chase view by default:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*When this flag is set, a player will start the mission in the chase view, not in the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Custom briefing icons always override standard icons:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Custom ship briefing icons will always be shown when the briefing icon is a ship, but not when it is a non-ship icon such as a planet.  Set this flag to use custom briefing icons in all cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lead indicator behavior:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Changes how Lead Indicators behave when multiple weapon banks are linked and in range.&lt;br /&gt;
When set to default, if you have linked weapons, only the indicator for the one with the farthest range will be drawn.&lt;br /&gt;
When set to multiple, a lead indicator is drawn for all primary weapons in range when you have them linked.&lt;br /&gt;
When set to average, a single lead indicator is drawn in the average of the position where each of them would usually be drawn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** Valid options are &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;multiple&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;average&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use distant firepoint for all turrets:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the game to use firepoint-based target leading calculations for all turrets. This is useful if all or most turrets in a given mod has firepoints that are distant from their center-point.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable discord rich presence:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Enables or disables the built-in Discord game-status reporting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always hide hidden ships in hotkey list:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to always hide ships with HIDDEN hotkey (set in FRED), even in the in-mission hotkey menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Allow automatically assigning personas:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not the game will automatically assign personas to ships that have no persona set.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures use capacity:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not Countermeasures use tabled capacity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Calculate subsystem hitpoints after parsing:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Causes subsystem hitpoints to be calculated after all ships.tbl and -shp.tbm files have been parsed.  This allows subsystem percentages to correctly reflect the final hull value rather than the first hull value encountered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Fix scripted velocity:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*If this setting is enabled, object velocity set via script will wholly determine the change in position for that frame, ignoring &#039;&#039;all&#039;&#039; other in-engine concerns. Otherwise, the game engine will likely overwrite/ignore any changes, depending on when the changes were made in the frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Preload briefing icon models:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this forces preloading of models used for briefing icons. This only loads models used for icons that haven&#039;t already been loaded for the mission. This is useful for SCPUI&#039;s where hovering over an icon shows the model without having to click on it and the stutter when it loads models not used in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Behavior for pressing Escape key in options menu:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set to &#039;save&#039;, the escape key for the HUD and Options screen saves options when leaving those screens (ie it does the same thing as pressing Ctrl-Enter/Accept). By default (or if set to &#039;default&#039;) the Escape key will not save any changed values when exiting those screens. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Disable intro cutscene:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this disables loading of any cutscenes as the game starts that might play before the player reaches the pilot select screen. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Show locked status for scramble missions:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, scramble mission will show a text line right below the words &#039;Weapons Loadout&#039; that states &amp;quot;Ships/Weapons Locked&amp;quot; (XSTR 749), thus the player can easily see their loadouts are locked and they do not have to check the loaoout buttons on every mission. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #Ignored Campaign File Names&lt;br /&gt;
    $Campaign File Name: FreeSpace2.fc2&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Fix Turret Collisions: True&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=66176</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=66176"/>
		<updated>2025-06-20T12:06:26Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: whitespace with new entry space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-10|642111676012bc6696f4024c40296a6c20b3b958}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;game_settings.tbl&#039;&#039;&#039;, also known as mod.tbl, defines options that can be changed globally.  All settings are optional.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl#$Target_Version:|target version]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table220|&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Turret_Collisions:|Fixed Turret Collisions]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Missile_Detonation:|Fixed Missile Detonation]]&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Damage_All_Object_Types_Once:|Shockwaves Damage All Object Types Once]]&lt;br /&gt;
*[[game_settings.tbl#$AI_use_framerate_independent_turning:|AI use framerate independent turning]]&lt;br /&gt;
*[[game_settings.tbl#$Use_host_orientation_for_set-camera-facing:|Use host orientation for set-camera-facing]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table230|&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Inherit_Parent_Weapon_Damage_Type:|Shockwaves Inherit Parent Weapon Damage Type]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Chaining_To_Repeating_Events:|Fixed Chaining To Repeating Events]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*[[game_settings.tbl#$Calculate_subsystem_hitpoints_after_parsing:|Calculate subsystem hitpoints after parsing]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GAME SETTINGS==&lt;br /&gt;
Contains settings that affect how the engine works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Version:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Specifies the minimum version of FreeSpace Open that this mod supports. If the version specified here is greater than the version of the current build, an error message is displayed.&lt;br /&gt;
}}&lt;br /&gt;
{{Table381|&lt;br /&gt;
The $Minimum version option has been renamed to $Target Version. The old name is kept with the same functionality for backwards-compatibility.&lt;br /&gt;
&lt;br /&gt;
The target version specifies what version of the FSO engine this mod was created for. It will be used by the engine to enable or disable backwards-incompatible changes by default. The default value is 2.0 which specifies that the mod targets the retail engine version.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Major:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the major component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Minor:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the minor component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;7&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Build:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the build component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Revision:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any).&lt;br /&gt;
For nightly builds this is the date in YYYYMMDD format.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;20151121&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window title:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the name of the FSO window when this mod is running. If blank or unspecified, the window will have the default title of &amp;quot;FreeSpace 2&amp;quot;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window icon:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the icon filename of the FSO window when this mod is running. If blank or unspecified, the window will have the default icon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod title:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the title of the mod and will be displayed at the mainhall near the FSO version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod title on its own.  Previously, the mod version was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod version:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the version of the mod and will be displayed at the mainhall near the FSO version. Can be a string or it can be semantic versioning such as 2.0.0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod version on its own.  Previously, the mod title was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unicode mode:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Enabled the Unicode text mode for this mod. In Unicode mode all text is assumed to be UTF-8 encoded Unicode and certain features are disabled if they do not have full Unicode support. Most notably, if this is enabled then the engine will no longer support the old bitmap fonts that were used by Retail FreeSpace. Only the newer TrueType fonts will be supported.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash screens:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Defines a list of splash screens that FSO can display upon game startup. The actual image displayed is chosen at random from the applicable entries. Entries with exact aspect ratio matches will be prioritized first, followed by aspect ratio ranged matches, followed by entries without an aspect ratio specified.}}&lt;br /&gt;
&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The name of the bitmap to use as a splash screen. Extension will be removed if included.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Bitmap: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio matches the specified number within +/- 0.01.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Min:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at least the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Min: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Max:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at most the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Max: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade in time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade in.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade out time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Center splash logo:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets whether the splash logo will be displayed in the middle of the screen.  If this is false (the default), it will be displayed at the top-left.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable FSO Internal Loadout Restoration System:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
When the player configures the ships and weapons of the wings in the loadout screen, FSO will remember these settings and attempt to apply them again if the player quits the mission and comes back to it later.  FSO will only remember the most recent mission&#039;s loadout, so it will not attempt to restore the loadout if the player loads a different mission.  It will also not attempt this if the mission&#039;s &#039;&#039;$Modified:&#039;&#039; date has changed.  This flag can be used to prevent FSO from attempting restoration even if it normally would.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==#LOCALIZATION SETTINGS==&lt;br /&gt;
Contains various settings related to localization and language support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use tabled strings for the default language:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Causes the game to use the text in strings.tbl and tstrings.tbl even when the current language is English.  By default, the game will use the literal text in the source code and the data files (tables and missions) and will not look up the entry when the language is English.  For other languages, the translation is always used, if it exists, regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t pre-empt training message voice:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Prevents training messages from being interrupted by other training messages.  If a training message has a voice file associated with it, or simulated speech is active, the next message will not be played until the current message has finished.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
This group contains various Campaign related settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Ignored Campaign File Names===&lt;br /&gt;
Defines which campaigns, if present, will not appear in the Campaign Room. In the original implementation, only single-player campaigns could be ignored and file extensions were required, but see below.&lt;br /&gt;
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}&lt;br /&gt;
{{Table382|As of 3.8.2, file name comparisons are not case sensitive and multiplayer campaigns can be ignored.}}&lt;br /&gt;
====$Campaign File Name:====&lt;br /&gt;
File name of the campaign to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===#Ignored Mission File Names===&lt;br /&gt;
{{Table382|Defines which standalone missions, if present, will not appear in the Tech Room or Multiplayer Lobby.  Both single-player and multiplayer missions can be ignored, but missions which appear in a campaign cannot.  File extensions are not required and, if present, are removed by the code.  File name comparisons are not case sensitive.&lt;br /&gt;
====$Mission File Name:====&lt;br /&gt;
File name of the mission to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Red-alert applies to delayed ships:===&lt;br /&gt;
{{Table372|Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#HUD SETTINGS==&lt;br /&gt;
This group contains various HUD behavior settings and overrides&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 0 ms&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene camera displays HUD:===&lt;br /&gt;
Show the HUD when the cutscene camera is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Full color head animations:===&lt;br /&gt;
Enables full-color head ANIs. Normal head ANIs will appear in gray.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t automatically select a turret when targeting a ship:===&lt;br /&gt;
{{Table220|Uses FS1 behavior where targeting a new ship did not target any turrets.  In FS2 a turret is automatically targeted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supernova hits at zero:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Adjusts the HUD timer so that the timer reaches zero when the supernova hits the player.  The actual timing is not affected -- whether the flag is enabled or not, the supernova will always hit the player when 5 seconds remain in the time specified in the sexp.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always warn player about unbound keys used in Directives Gauge:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Ensures that the &amp;quot;Key Unbound&amp;quot; message will pop up for a directive with an unbound key in any single-player mission, not just a training mission. Note, that the default string (index 426) will still say &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with training.&amp;quot; Thus, it is advised to change the string at index 426 using the -lcl.tbm to &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with this mission.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD drop shadows enabled by default:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If this flag is active, certain elements displayed on the HUD (all text, the main targeting reticle, and the background of the ETS gauges) will have a &amp;quot;drop shadow&amp;quot; effect.  Note that whether or not the flag is active, the player can set this using the &amp;quot;Toggle HUD Drop Shadows&amp;quot; control.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify scanning behavior:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Unifies scanning behavior between subsystem, regular, and cargo allowing missions to use all scan types in all situations.&lt;br /&gt;
*Also allows changing the &amp;quot;Cargo:&amp;quot; text line in a mission by adding &amp;quot;$Cargo Title: STRING&amp;quot; after the &amp;quot;$Cargo 1:&amp;quot; or &amp;quot;$Cargo 2:&amp;quot; lines in the mission file. FRED UI support not yet added for $Cargo Title so you have to do it manually.&lt;br /&gt;
*When this flag is enabled, all ships, no matter the ship class, will react the same way to the cargo-related or scanning-related ship flags:&lt;br /&gt;
**They are not scannable by default&lt;br /&gt;
**Setting the &amp;quot;scannable&amp;quot; flag makes them scannable, and scanning the subsystem will reveal the cargo&lt;br /&gt;
**A new flag available with alter-ship-flag, &amp;quot;no-scanned-cargo&amp;quot;, changes the behavior to scanned/unscanned instead of revealing the cargo&lt;br /&gt;
**The &amp;quot;toggle-subsystem-scanning&amp;quot; flag must be set to swap full-ship scanning mode into subsystem scanning mode and works for all ship types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t show callsigns in the escort list:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
By default, callsigns are shown in the escort list using the same format as in the target box.  If this flag is active, callsigns will not be displayed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
This group contains SEXP settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this allows all events in a chain to repeat, instead of only the last one.  It makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Chaining To Repeating Events:===&lt;br /&gt;
{{Table230|When set, this makes event chaining to repeated events work as designed - that is, the chained event will only be evaluated after the chain delay.  If the repeating event&#039;s interval is shorter than the chain delay, then the delay countdown will continually be restarted until all repetitions have completed.  Without this flag, FSO will emulate retail behavior which, due to a bug, allowed chained events to be evaluated immediately after a repeating event is first evaluated.&lt;br /&gt;
&lt;br /&gt;
NOTE: Although the name does not reflect it, the same issue affects repeating events that are evaluated by &amp;lt;tt&amp;gt;is-event-true-delay&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;is-event-false-delay&amp;lt;/tt&amp;gt;.  Without this flag, FSO will emulate retail behavior which causes these SEXP operators to ignore any delay when evaluating repeated events.  With this flag, the delay will be measured from when the final repeat iteration occurs.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Use host orientation for set-camera-facing:===&lt;br /&gt;
{{Table220|When set, this will take into account the host orientation for cutscene cameras.  This is a bugfix for [https://github.com/scp-fs2open/fs2open.github.com/issues/3889 GitHub issue #3889].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle uses pixels:===&lt;br /&gt;
{{Table222|When set, SEXPs which display subtitles will read their arguments as pixels, not percentages.  If &amp;lt;code&amp;gt;$Show-subtitle base resolution:&amp;lt;/code&amp;gt; is set, these pixels will be scaled up or down as needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle base resolution:===&lt;br /&gt;
{{Table222|When set, subtitles are assumed to display at the appropriate size in the specified resolution, and will be scaled up or down if the current screen resolution is different.  If this is not set, or is set to a resolution less than (640, 480), subtitles will not be scaled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD-set-coords base resolution:===&lt;br /&gt;
{{Table232|The hud-set-coords SEXP has always used exact pixels, without regard for the current screen resolution.  This setting enables a similar scaling mechanism as &#039;&#039;$Show-subtitle base resolution:&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$$Always Show Directive Value Count:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If this setting is enabled, Directive-as-Value values in Directives will always show the number. By default this is disabled, and only values &amp;gt; 1 are shown. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
This group contains settings related to graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; (0-3)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (very high)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Briefing Window FOV:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375; some previous versions of FSO used a value of 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (0.0 to 1.0)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.29375&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Generic Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of the pain red flash when the player is hit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of a pain flash when the player&#039;s shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the intensity of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Color:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the RGB color value of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: Color, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(255, 255, 127)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$BMPMAN Slot Limit:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Determines the maximum number of textures that can be loaded simultaneously. This includes every frame of an animation, unless that animation is streaming (e.g. command briefing animations, message talking heads, etc). Also includes dynamically-created textures (used internally for various functions).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Int&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 3500&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;4750&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 10)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the EMP lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (255, 255, 10)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the damage lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the damage lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Requires Rendering Feature:===&lt;br /&gt;
{{Table210|Needs description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Render player muzzle flashes in cockpit:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether muzzle flashes will be shown within the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which glowpoints are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shield effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which thruster flares are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether beam weapons will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which beam effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 4.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a beam effect affects its visibility. This is multiplied by the radius of the beam and added to the above for the final value. This results in larger beams being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether lasers, missiles, countermeasures, etc will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Weapon visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which laser-type weapons are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.3}}&lt;br /&gt;
&lt;br /&gt;
====+$Trail visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which trails (weapon and ship contrails) are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Shockwave visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shockwave effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 2.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Particles affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether particle effects, including impact effects, will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which particle effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a particle effect affects its visibility. This is multiplied by the radius of the particle and added to the above for the final value. This results in larger particles being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fireballs affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether fireballs from ship explosions will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which fireballs are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a fireball affects its visibility. This is multiplied by the radius of the fireball and added to the above for the final value. This results in larger fireballs being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Quality Default:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the default level for shadow quality if the &#039;enable_shadows&#039; command line is used and &#039;shadow_quality&#039; is not used. By default, the FSO will set the shadow detail level to 2. Valid values are 0 (shadows disabled), 1 (Low, 512x512 shadow map), 2 (Medium, 1024x1024 shadow map), 3 (High, 2048x2048 shadow map), or 4 (Ultra, 4096x4096). Note, the command line &#039;shadow_quality&#039; will override any value set here.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the game scene uses. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(200.0, 600.0, 2500.0, 8000.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances Cockpit:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the cockpit pass scene uses. Will only shadow the cockpit model, and does not interact with the external game scene shadow map. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(0.25, 0.75, 1.5, 3.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Techroom:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the techroom.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Cockpit:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on the player cockpit in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Weapons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on weapons in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Ships:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship Casts Shadow:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When cockpit shadows are enabled, enabling this setting will cause the players ship model shown with &amp;quot;show ship&amp;quot; to cast shadow onto the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Model And Cockpit Share Coordinate Space:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When having the &amp;quot;show ship&amp;quot; flag enabled and cockpit models for a ship, this flag should be on if the cockpits can fit into the actual geometry of the ship model. Disable this flag if this is not the case and the cockpit needs to be rendered on top of the ship regardless of actual coordinates. If this can be enabled, the external show ship model can be rendered using deferred rendering.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship enabled only if Cockpits enabled:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Enabling this setting will only use the &#039;show-ship&#039; flag if cockpits are enabled. Useful if your ship uses both &#039;show-ship&#039; and cockpits that exist within the &#039;show-ship&#039; space, and you want to allow players to toggle off cockpits. Note, &#039;show-ship&#039; always only appears if in first-person view. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Thrusters:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Thrusters:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Beams:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that beams will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Muzzle Flashes:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that muzzle flashes will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Trails:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that trails will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Lasers:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that lasers will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Length:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest length that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Radius:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest radius that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Easing Value:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Smooths out the behavior of maneuvering thruster flares the higher above 0 it is.&lt;br /&gt;
*This is the exponential time constant for the visual flare length to reach it&#039;s true length.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SCPUI attempts to load hires animations:===&lt;br /&gt;
{{Table230| &lt;br /&gt;
*Prevents SCPUI from trying to load anims prefixed with &amp;quot;2_&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: true}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table230| &lt;br /&gt;
===$Max draw distance:===&lt;br /&gt;
===$Min draw distance:===&lt;br /&gt;
*These values do more than just cutoff the visuals at certain distances, and they must be adjusted carefully to ensure unintentional rendering artifacts are not introduced.&lt;br /&gt;
*The rendering engine has limited amount of &#039;depth resolution&#039;, the degree to which it can tell a certain polygon is closer or farther away than another. When two polygons are too close, they will Z-fight, picking arbitrarily which is closer. It is the span between the min and max draw distance that determines how well the engine can determine depth, if they are too far from one another, the Z-fighting will become more common as it has to spread its resolution over a wider range. If they are close, Z-fighting will be lessened at the cost of a smaller range of distance able to be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*Default Values: 10,000,000,000 and 1, respectively&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table232| &lt;br /&gt;
===$Randomize particle rotation:===&lt;br /&gt;
*Particle bitmaps are typically screen-aligned; the upper portion of the bitmap will always be mapped to the upper portion of the particle, from the point of view of the camera. Enabling this option makes &#039;&#039;all&#039;&#039; particles have a random &#039;tilt&#039; in an arbitrary direction when created.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable shield effects:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies if FSO attempts to use the shield mesh impact effects. Enabling this flag will prevent the game from preforming any shield mesh effect code, which can be useful if a mod does not use those shield mesh effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#NETWORK SETTINGS==&lt;br /&gt;
This group contains network-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2NetD port:===&lt;br /&gt;
*(description required)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default object update level for multiplayer:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the distances default object update rate  for multiplayer matches. By default, the FSO will set the object update level to 2. Valid values are 0 (Low), 1 (Medium), 2 (High), 3 (LAN). FSO caps the bandwidth it uses based on these settings, but they were designed for connections from 1999. LAN has the least restrictive limits and does not require an actual LAN connection. Also, if a player&#039;s connection is within the dial-up speed range then game auto force the use of the lowest level during a match.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SOUND SETTINGS==&lt;br /&gt;
This group contains sound-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Sound Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default sound fx volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Music Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default music volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.5&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Voice Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default voice volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use weapon class impact sounds for hits to player:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows weapons that hit the player to play their specific impact sounds, not the hard-coded default sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Play thruster sounds for the player:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If the player&#039;s ship has thruster sounds defined, this will ensure they are played like normal, since they are typically suppressed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify Minimum Engine Volume:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Allows $Minimum Engine Volume in ships.tbl to work for all ship classes. By default, that value only triggers for non-huge ships. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#FRED SETTINGS==&lt;br /&gt;
This group contains settings for FRED. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable Hard Coded Message Head Ani Files:===&lt;br /&gt;
{{table371|&lt;br /&gt;
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Add Message Head Ani Files:===&lt;br /&gt;
{{table224|&lt;br /&gt;
FRED will append each +Head entry listed below to the head ani selection list in the Event Editor.}}&lt;br /&gt;
&lt;br /&gt;
====+Head:====&lt;br /&gt;
{{table224|&lt;br /&gt;
The head ani filename to add. Extensions will be stripped if included.&lt;br /&gt;
NOTE: Pay attention to file names or anis with a,b, c variation not display in-game (unless called directly). Proper name seems to be Head-xxxNa, Head-xxxNb, with N being some number and XXX being whatever you want. Needs further testing and confirmation &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Head: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable scripting in FRED:===&lt;br /&gt;
{{table382|&lt;br /&gt;
If set, scripting will be enabled in FRED. Use with extreme caution. The effects of scripts on FRED have not been fully tested. You can check if a script is running in FRED by using ba.inMissionEditor().&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED Briefing window resolution:===&lt;br /&gt;
{{table224|&lt;br /&gt;
The width and height of the briefing window in FRED. Defaults to 888x371. Note that changing this only affects FRED and can cause a mismatch to the ingame briefing view which defaults to 888x371 (or 555x232 for 640 base res).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;integer, integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;888,371&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ignore Music Files In Music Player:===&lt;br /&gt;
{{table232|Music files in this section will not be added to FRED&#039;s built-in music player.}}&lt;br /&gt;
====+File:====&lt;br /&gt;
{{table232|Specifies a file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;string&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED spacemouse nonlinearities:===&lt;br /&gt;
{{table232|&lt;br /&gt;
Allows setting custom nonlinearities and scaling for controlling FRED with a spacemouse.&lt;br /&gt;
}}&lt;br /&gt;
====+Sideways exponent:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The exponent for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Sideways scale:====&lt;br /&gt;
{{table232|The multiplier for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch exponent:====&lt;br /&gt;
{{table232|The exponent for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch scale:====&lt;br /&gt;
{{table232|The multiplier for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank exponent:====&lt;br /&gt;
{{table232|The exponent for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank scale:====&lt;br /&gt;
{{table232|The multiplier for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading exponent:====&lt;br /&gt;
{{table232|The exponent for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading scale:====&lt;br /&gt;
{{table232|The multiplier for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
This group contains miscellaneous settings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret&#039;s barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Missile Detonation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*When this flag is set, missiles which reach the center of a submodel will not detonate immediately; they will delay detonation until they have traveled another radius of the submodel.  This fixes missile impacts to submodels whose center lies outside the geometry of the submodel.  In other words, without this flag, a missile might detonate in the middle of the &amp;quot;bowl&amp;quot; of a concave submodel; with this flag, the missile will travel to the other side of the submodel before it detonates.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the 3d ship select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ships in ship/weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapon select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the 3d weapon select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapons in weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d overhead ship:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship overhead view instead of a bitmap in weapon select&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default overhead ship style:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*This specifies which style of overhead view to use if 3d overhead view is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;ROTATE&amp;quot; or &amp;quot;TOPVIEW&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always refresh selected weapon when viewing loadout:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*When set to true, this always refreshes the weapon shown in view box on the right side of the screen when opening the weapon loadout view. This ensures the viewed weapon is one that can actually be on the selected ship when first clicking on the weapon loadout screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents&#039; collision group setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flight controls follow eyepoint orientation:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that if the player ship&#039;s eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams Use Damage Factors:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default fiction viewer UI:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies which fiction viewer layout to use in missions that don&#039;t specify one. Possible values are as follows:&lt;br /&gt;
**&amp;quot;FS2&amp;quot;: Standard layout. Requires (2_)fictionviewer and (2_)fictionviewer-m to be present in data\interface.&lt;br /&gt;
**&amp;quot;WCS&amp;quot;: Moves the &amp;quot;Accept&amp;quot; button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.&lt;br /&gt;
**&amp;quot;auto&amp;quot;: Selects &amp;quot;WCS&amp;quot; if the appropriate files are present; otherwise, selects &amp;quot;FS2&amp;quot;. This is the default setting.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Movie subtitle font:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Specifies which font should be used for displaying subtitles in the cutscene player. This should be the name given to this font in the fonts table. Since movie subtitles can contain Unicode text it is a good idea to enable Unicode mode when movie subtitles are used but this is not enforced by this option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable built-in translations:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Turns off hard-coded translations, e.g. Transport -&amp;gt; Transporter in German.  All strings will either use their XSTR entry or else not be translated.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon shockwave damage respects huge ship flags:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Controls whether weapon shockwaves will respect the huge/supercap ship flags.  In retail they do not.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable external default scripts:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Enables the loading of external scripts with the same name as a built-in script. Otherwise, uses the version of the script included in the executable (currently, just cfile_require.lua).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines the speed the player must reach to warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;40.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target warpout match percent:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines how close to the warpout speed the player needs to be to actually warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.05&#039;&#039;&#039;&#039;&#039; (5%)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum player warpout time:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*The [[Ships.tbl#.24Warpout_Engage_Time:|default amount of time]], in seconds, warping out will take before actually starting to check whether the player is the right speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable in-game options:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Mode whereby various settings can be modified by FSO while it&#039;s still running, rather than being set by the launcher before execution. By default is now ON, and can be accessed by going to the Options menu and pressing F3. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;YES&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Shockwave Default Multiplier:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Amount of damage, as a multiple of normal shockwave damage, assigned to a weapon&#039;s [[Weapons.tbl#.24Dinky shockwave:|dinky shockwave]] by default. To get the same behavior FSO had from 2005-2019, set this to 0.25.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Always Damage Bombs:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Enables all bombs being damaged by shockwaves. Previously only those marked with flags could be damaged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Damage All Object Types Once:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Keeps any object from being damaged more than once by a shockwave.  The default behavior is for asteroids and flagged missiles to be damaged every frame by the shockwave.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Inherit Parent Weapon Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When enabled, the shockwaves of weapons that have a defined damage type automatically inherit that damage type, rather than dealing &amp;quot;typeless&amp;quot; damage. As this behavior is more intuitive than when this flag is disabled, mods targeting 22.4 or newer versions of FSO will have it enabled by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039; for mods targeting 22.4 or newer versions of FSO, otherwise &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When combined with &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot;, this string is added to the inherited damage type to define the shockwave&#039;s damage type. For example, if a weapon has the damage type &amp;quot;heavy&amp;quot; and the provided suffix is &amp;quot;-shock&amp;quot;, then that weapon&#039;s shockwave&#039;s damage type would default to &amp;quot;heavy-shock&amp;quot;.&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Dinky Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Inherited Shockwave Damage Type Added Suffix:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If a weapon&#039;s shockwave doesn&#039;t have a damage type set, it will have this damage type instead (when &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot; is enabled, this will only be used if the weapon itself also doesn&#039;t have a damage type set).&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Dinky Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Default Shockwave Damage Type:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Engine Wash Intensity:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Allows the game to use the [[ships.tbl#.24Intensity::|Intensity]] value when calculating Engine Wash effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Apply HUD shudder to chase view:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Applies hud shudder (afterburner and engine wash) also to chase view. Does not override the command line toggle. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Swarmers Lead Targets:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes swarm missiles to lead their targets by default, and will make use of [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] if specified, like normal aspect seekers. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Threshold for Weapons Subsystems to Trigger Turret Inaccuracy:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the damage threshold for when turrets become less accurate due to weapon subsystem damage. In other words, how damaged do a ship&#039;s aggregated weapons systems have to be before the turrets become inaccurate? Value must be between 0.0-1.0 (includes 0.0 and 1.0).   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI use framerate independent turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Without this flag, missiles turn rate is directly dependent on the current framerate. When enabled their turn rate will be consistent, with the &amp;quot;true&amp;quot; turning taken to be observed turning at 60fps. This flag also affects ships, but the instability is only apparent at extremely low framerates, and so the change will not be apparent. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+AI respect tabled turn time and rotdamp:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Due to complicated physics issues caused by retail not using the above method, tabled turn times on ships and missiles are not representative of actual observed turn times. The above flag makes it consistent, but this flag will make it accurate to what is actually listed in the table. &lt;br /&gt;
*Additionally, rotdamp is now used properly by the AI in a similar manner to players. More rotdamp will result in slower rotational acceleration, and less results in faster acceleration.&lt;br /&gt;
*NOTE: BEWARE OF ADDING THIS FLAG TO AN EXISTING MODPACK. NEARLY EVERY SINGLE TURN TIME WILL NEED TO BE CHANGED.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player starts in third person/chase view by default:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*When this flag is set, a player will start the mission in the chase view, not in the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Custom briefing icons always override standard icons:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Custom ship briefing icons will always be shown when the briefing icon is a ship, but not when it is a non-ship icon such as a planet.  Set this flag to use custom briefing icons in all cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lead indicator behavior:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Changes how Lead Indicators behave when multiple weapon banks are linked and in range.&lt;br /&gt;
When set to default, if you have linked weapons, only the indicator for the one with the farthest range will be drawn.&lt;br /&gt;
When set to multiple, a lead indicator is drawn for all primary weapons in range when you have them linked.&lt;br /&gt;
When set to average, a single lead indicator is drawn in the average of the position where each of them would usually be drawn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** Valid options are &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;multiple&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;average&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use distant firepoint for all turrets:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the game to use firepoint-based target leading calculations for all turrets. This is useful if all or most turrets in a given mod has firepoints that are distant from their center-point.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable discord rich presence:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Enables or disables the built-in Discord game-status reporting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always hide hidden ships in hotkey list:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to always hide ships with HIDDEN hotkey (set in FRED), even in the in-mission hotkey menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Allow automatically assigning personas:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not the game will automatically assign personas to ships that have no persona set.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures use capacity:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not Countermeasures use tabled capacity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Calculate subsystem hitpoints after parsing:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Causes subsystem hitpoints to be calculated after all ships.tbl and -shp.tbm files have been parsed.  This allows subsystem percentages to correctly reflect the final hull value rather than the first hull value encountered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Fix scripted velocity:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*If this setting is enabled, object velocity set via script will wholly determine the change in position for that frame, ignoring &#039;&#039;all&#039;&#039; other in-engine concerns. Otherwise, the game engine will likely overwrite/ignore any changes, depending on when the changes were made in the frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #Ignored Campaign File Names&lt;br /&gt;
    $Campaign File Name: FreeSpace2.fc2&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Fix Turret Collisions: True&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=66175</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=66175"/>
		<updated>2025-06-20T12:05:56Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add $Unify Minimum Engine Volume&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-10|642111676012bc6696f4024c40296a6c20b3b958}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;game_settings.tbl&#039;&#039;&#039;, also known as mod.tbl, defines options that can be changed globally.  All settings are optional.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl#$Target_Version:|target version]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table220|&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Turret_Collisions:|Fixed Turret Collisions]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Missile_Detonation:|Fixed Missile Detonation]]&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Damage_All_Object_Types_Once:|Shockwaves Damage All Object Types Once]]&lt;br /&gt;
*[[game_settings.tbl#$AI_use_framerate_independent_turning:|AI use framerate independent turning]]&lt;br /&gt;
*[[game_settings.tbl#$Use_host_orientation_for_set-camera-facing:|Use host orientation for set-camera-facing]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table230|&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Inherit_Parent_Weapon_Damage_Type:|Shockwaves Inherit Parent Weapon Damage Type]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Chaining_To_Repeating_Events:|Fixed Chaining To Repeating Events]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*[[game_settings.tbl#$Calculate_subsystem_hitpoints_after_parsing:|Calculate subsystem hitpoints after parsing]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GAME SETTINGS==&lt;br /&gt;
Contains settings that affect how the engine works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Version:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Specifies the minimum version of FreeSpace Open that this mod supports. If the version specified here is greater than the version of the current build, an error message is displayed.&lt;br /&gt;
}}&lt;br /&gt;
{{Table381|&lt;br /&gt;
The $Minimum version option has been renamed to $Target Version. The old name is kept with the same functionality for backwards-compatibility.&lt;br /&gt;
&lt;br /&gt;
The target version specifies what version of the FSO engine this mod was created for. It will be used by the engine to enable or disable backwards-incompatible changes by default. The default value is 2.0 which specifies that the mod targets the retail engine version.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Major:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the major component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Minor:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the minor component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;7&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Build:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the build component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Revision:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any).&lt;br /&gt;
For nightly builds this is the date in YYYYMMDD format.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;20151121&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window title:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the name of the FSO window when this mod is running. If blank or unspecified, the window will have the default title of &amp;quot;FreeSpace 2&amp;quot;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window icon:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the icon filename of the FSO window when this mod is running. If blank or unspecified, the window will have the default icon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod title:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the title of the mod and will be displayed at the mainhall near the FSO version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod title on its own.  Previously, the mod version was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod version:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the version of the mod and will be displayed at the mainhall near the FSO version. Can be a string or it can be semantic versioning such as 2.0.0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod version on its own.  Previously, the mod title was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unicode mode:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Enabled the Unicode text mode for this mod. In Unicode mode all text is assumed to be UTF-8 encoded Unicode and certain features are disabled if they do not have full Unicode support. Most notably, if this is enabled then the engine will no longer support the old bitmap fonts that were used by Retail FreeSpace. Only the newer TrueType fonts will be supported.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash screens:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Defines a list of splash screens that FSO can display upon game startup. The actual image displayed is chosen at random from the applicable entries. Entries with exact aspect ratio matches will be prioritized first, followed by aspect ratio ranged matches, followed by entries without an aspect ratio specified.}}&lt;br /&gt;
&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The name of the bitmap to use as a splash screen. Extension will be removed if included.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Bitmap: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio matches the specified number within +/- 0.01.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Min:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at least the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Min: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Max:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at most the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Max: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade in time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade in.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade out time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Center splash logo:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets whether the splash logo will be displayed in the middle of the screen.  If this is false (the default), it will be displayed at the top-left.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable FSO Internal Loadout Restoration System:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
When the player configures the ships and weapons of the wings in the loadout screen, FSO will remember these settings and attempt to apply them again if the player quits the mission and comes back to it later.  FSO will only remember the most recent mission&#039;s loadout, so it will not attempt to restore the loadout if the player loads a different mission.  It will also not attempt this if the mission&#039;s &#039;&#039;$Modified:&#039;&#039; date has changed.  This flag can be used to prevent FSO from attempting restoration even if it normally would.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==#LOCALIZATION SETTINGS==&lt;br /&gt;
Contains various settings related to localization and language support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use tabled strings for the default language:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Causes the game to use the text in strings.tbl and tstrings.tbl even when the current language is English.  By default, the game will use the literal text in the source code and the data files (tables and missions) and will not look up the entry when the language is English.  For other languages, the translation is always used, if it exists, regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t pre-empt training message voice:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Prevents training messages from being interrupted by other training messages.  If a training message has a voice file associated with it, or simulated speech is active, the next message will not be played until the current message has finished.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
This group contains various Campaign related settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Ignored Campaign File Names===&lt;br /&gt;
Defines which campaigns, if present, will not appear in the Campaign Room. In the original implementation, only single-player campaigns could be ignored and file extensions were required, but see below.&lt;br /&gt;
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}&lt;br /&gt;
{{Table382|As of 3.8.2, file name comparisons are not case sensitive and multiplayer campaigns can be ignored.}}&lt;br /&gt;
====$Campaign File Name:====&lt;br /&gt;
File name of the campaign to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===#Ignored Mission File Names===&lt;br /&gt;
{{Table382|Defines which standalone missions, if present, will not appear in the Tech Room or Multiplayer Lobby.  Both single-player and multiplayer missions can be ignored, but missions which appear in a campaign cannot.  File extensions are not required and, if present, are removed by the code.  File name comparisons are not case sensitive.&lt;br /&gt;
====$Mission File Name:====&lt;br /&gt;
File name of the mission to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Red-alert applies to delayed ships:===&lt;br /&gt;
{{Table372|Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
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==#HUD SETTINGS==&lt;br /&gt;
This group contains various HUD behavior settings and overrides&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 0 ms&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene camera displays HUD:===&lt;br /&gt;
Show the HUD when the cutscene camera is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Full color head animations:===&lt;br /&gt;
Enables full-color head ANIs. Normal head ANIs will appear in gray.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t automatically select a turret when targeting a ship:===&lt;br /&gt;
{{Table220|Uses FS1 behavior where targeting a new ship did not target any turrets.  In FS2 a turret is automatically targeted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supernova hits at zero:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Adjusts the HUD timer so that the timer reaches zero when the supernova hits the player.  The actual timing is not affected -- whether the flag is enabled or not, the supernova will always hit the player when 5 seconds remain in the time specified in the sexp.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always warn player about unbound keys used in Directives Gauge:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Ensures that the &amp;quot;Key Unbound&amp;quot; message will pop up for a directive with an unbound key in any single-player mission, not just a training mission. Note, that the default string (index 426) will still say &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with training.&amp;quot; Thus, it is advised to change the string at index 426 using the -lcl.tbm to &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with this mission.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD drop shadows enabled by default:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If this flag is active, certain elements displayed on the HUD (all text, the main targeting reticle, and the background of the ETS gauges) will have a &amp;quot;drop shadow&amp;quot; effect.  Note that whether or not the flag is active, the player can set this using the &amp;quot;Toggle HUD Drop Shadows&amp;quot; control.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify scanning behavior:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Unifies scanning behavior between subsystem, regular, and cargo allowing missions to use all scan types in all situations.&lt;br /&gt;
*Also allows changing the &amp;quot;Cargo:&amp;quot; text line in a mission by adding &amp;quot;$Cargo Title: STRING&amp;quot; after the &amp;quot;$Cargo 1:&amp;quot; or &amp;quot;$Cargo 2:&amp;quot; lines in the mission file. FRED UI support not yet added for $Cargo Title so you have to do it manually.&lt;br /&gt;
*When this flag is enabled, all ships, no matter the ship class, will react the same way to the cargo-related or scanning-related ship flags:&lt;br /&gt;
**They are not scannable by default&lt;br /&gt;
**Setting the &amp;quot;scannable&amp;quot; flag makes them scannable, and scanning the subsystem will reveal the cargo&lt;br /&gt;
**A new flag available with alter-ship-flag, &amp;quot;no-scanned-cargo&amp;quot;, changes the behavior to scanned/unscanned instead of revealing the cargo&lt;br /&gt;
**The &amp;quot;toggle-subsystem-scanning&amp;quot; flag must be set to swap full-ship scanning mode into subsystem scanning mode and works for all ship types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t show callsigns in the escort list:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
By default, callsigns are shown in the escort list using the same format as in the target box.  If this flag is active, callsigns will not be displayed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
This group contains SEXP settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this allows all events in a chain to repeat, instead of only the last one.  It makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Chaining To Repeating Events:===&lt;br /&gt;
{{Table230|When set, this makes event chaining to repeated events work as designed - that is, the chained event will only be evaluated after the chain delay.  If the repeating event&#039;s interval is shorter than the chain delay, then the delay countdown will continually be restarted until all repetitions have completed.  Without this flag, FSO will emulate retail behavior which, due to a bug, allowed chained events to be evaluated immediately after a repeating event is first evaluated.&lt;br /&gt;
&lt;br /&gt;
NOTE: Although the name does not reflect it, the same issue affects repeating events that are evaluated by &amp;lt;tt&amp;gt;is-event-true-delay&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;is-event-false-delay&amp;lt;/tt&amp;gt;.  Without this flag, FSO will emulate retail behavior which causes these SEXP operators to ignore any delay when evaluating repeated events.  With this flag, the delay will be measured from when the final repeat iteration occurs.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Use host orientation for set-camera-facing:===&lt;br /&gt;
{{Table220|When set, this will take into account the host orientation for cutscene cameras.  This is a bugfix for [https://github.com/scp-fs2open/fs2open.github.com/issues/3889 GitHub issue #3889].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle uses pixels:===&lt;br /&gt;
{{Table222|When set, SEXPs which display subtitles will read their arguments as pixels, not percentages.  If &amp;lt;code&amp;gt;$Show-subtitle base resolution:&amp;lt;/code&amp;gt; is set, these pixels will be scaled up or down as needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle base resolution:===&lt;br /&gt;
{{Table222|When set, subtitles are assumed to display at the appropriate size in the specified resolution, and will be scaled up or down if the current screen resolution is different.  If this is not set, or is set to a resolution less than (640, 480), subtitles will not be scaled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD-set-coords base resolution:===&lt;br /&gt;
{{Table232|The hud-set-coords SEXP has always used exact pixels, without regard for the current screen resolution.  This setting enables a similar scaling mechanism as &#039;&#039;$Show-subtitle base resolution:&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$$Always Show Directive Value Count:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If this setting is enabled, Directive-as-Value values in Directives will always show the number. By default this is disabled, and only values &amp;gt; 1 are shown. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
This group contains settings related to graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; (0-3)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (very high)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Briefing Window FOV:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375; some previous versions of FSO used a value of 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (0.0 to 1.0)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.29375&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Generic Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of the pain red flash when the player is hit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of a pain flash when the player&#039;s shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the intensity of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Color:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the RGB color value of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: Color, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(255, 255, 127)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$BMPMAN Slot Limit:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Determines the maximum number of textures that can be loaded simultaneously. This includes every frame of an animation, unless that animation is streaming (e.g. command briefing animations, message talking heads, etc). Also includes dynamically-created textures (used internally for various functions).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Int&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 3500&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;4750&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 10)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the EMP lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (255, 255, 10)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the damage lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the damage lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Requires Rendering Feature:===&lt;br /&gt;
{{Table210|Needs description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Render player muzzle flashes in cockpit:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether muzzle flashes will be shown within the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which glowpoints are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shield effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which thruster flares are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether beam weapons will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which beam effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 4.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a beam effect affects its visibility. This is multiplied by the radius of the beam and added to the above for the final value. This results in larger beams being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether lasers, missiles, countermeasures, etc will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Weapon visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which laser-type weapons are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.3}}&lt;br /&gt;
&lt;br /&gt;
====+$Trail visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which trails (weapon and ship contrails) are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Shockwave visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shockwave effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 2.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Particles affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether particle effects, including impact effects, will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which particle effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a particle effect affects its visibility. This is multiplied by the radius of the particle and added to the above for the final value. This results in larger particles being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fireballs affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether fireballs from ship explosions will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which fireballs are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a fireball affects its visibility. This is multiplied by the radius of the fireball and added to the above for the final value. This results in larger fireballs being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Quality Default:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the default level for shadow quality if the &#039;enable_shadows&#039; command line is used and &#039;shadow_quality&#039; is not used. By default, the FSO will set the shadow detail level to 2. Valid values are 0 (shadows disabled), 1 (Low, 512x512 shadow map), 2 (Medium, 1024x1024 shadow map), 3 (High, 2048x2048 shadow map), or 4 (Ultra, 4096x4096). Note, the command line &#039;shadow_quality&#039; will override any value set here.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the game scene uses. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(200.0, 600.0, 2500.0, 8000.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances Cockpit:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the cockpit pass scene uses. Will only shadow the cockpit model, and does not interact with the external game scene shadow map. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(0.25, 0.75, 1.5, 3.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Techroom:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the techroom.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Cockpit:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on the player cockpit in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Weapons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on weapons in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Ships:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship Casts Shadow:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When cockpit shadows are enabled, enabling this setting will cause the players ship model shown with &amp;quot;show ship&amp;quot; to cast shadow onto the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Model And Cockpit Share Coordinate Space:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When having the &amp;quot;show ship&amp;quot; flag enabled and cockpit models for a ship, this flag should be on if the cockpits can fit into the actual geometry of the ship model. Disable this flag if this is not the case and the cockpit needs to be rendered on top of the ship regardless of actual coordinates. If this can be enabled, the external show ship model can be rendered using deferred rendering.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship enabled only if Cockpits enabled:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Enabling this setting will only use the &#039;show-ship&#039; flag if cockpits are enabled. Useful if your ship uses both &#039;show-ship&#039; and cockpits that exist within the &#039;show-ship&#039; space, and you want to allow players to toggle off cockpits. Note, &#039;show-ship&#039; always only appears if in first-person view. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Thrusters:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Thrusters:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Beams:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that beams will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Muzzle Flashes:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that muzzle flashes will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Trails:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that trails will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Lasers:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that lasers will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Length:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest length that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Radius:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest radius that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Easing Value:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Smooths out the behavior of maneuvering thruster flares the higher above 0 it is.&lt;br /&gt;
*This is the exponential time constant for the visual flare length to reach it&#039;s true length.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SCPUI attempts to load hires animations:===&lt;br /&gt;
{{Table230| &lt;br /&gt;
*Prevents SCPUI from trying to load anims prefixed with &amp;quot;2_&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: true}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table230| &lt;br /&gt;
===$Max draw distance:===&lt;br /&gt;
===$Min draw distance:===&lt;br /&gt;
*These values do more than just cutoff the visuals at certain distances, and they must be adjusted carefully to ensure unintentional rendering artifacts are not introduced.&lt;br /&gt;
*The rendering engine has limited amount of &#039;depth resolution&#039;, the degree to which it can tell a certain polygon is closer or farther away than another. When two polygons are too close, they will Z-fight, picking arbitrarily which is closer. It is the span between the min and max draw distance that determines how well the engine can determine depth, if they are too far from one another, the Z-fighting will become more common as it has to spread its resolution over a wider range. If they are close, Z-fighting will be lessened at the cost of a smaller range of distance able to be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*Default Values: 10,000,000,000 and 1, respectively&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table232| &lt;br /&gt;
===$Randomize particle rotation:===&lt;br /&gt;
*Particle bitmaps are typically screen-aligned; the upper portion of the bitmap will always be mapped to the upper portion of the particle, from the point of view of the camera. Enabling this option makes &#039;&#039;all&#039;&#039; particles have a random &#039;tilt&#039; in an arbitrary direction when created.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable shield effects:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies if FSO attempts to use the shield mesh impact effects. Enabling this flag will prevent the game from preforming any shield mesh effect code, which can be useful if a mod does not use those shield mesh effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#NETWORK SETTINGS==&lt;br /&gt;
This group contains network-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2NetD port:===&lt;br /&gt;
*(description required)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default object update level for multiplayer:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the distances default object update rate  for multiplayer matches. By default, the FSO will set the object update level to 2. Valid values are 0 (Low), 1 (Medium), 2 (High), 3 (LAN). FSO caps the bandwidth it uses based on these settings, but they were designed for connections from 1999. LAN has the least restrictive limits and does not require an actual LAN connection. Also, if a player&#039;s connection is within the dial-up speed range then game auto force the use of the lowest level during a match.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SOUND SETTINGS==&lt;br /&gt;
This group contains sound-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Sound Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default sound fx volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Music Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default music volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.5&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Voice Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default voice volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use weapon class impact sounds for hits to player:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows weapons that hit the player to play their specific impact sounds, not the hard-coded default sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Play thruster sounds for the player:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If the player&#039;s ship has thruster sounds defined, this will ensure they are played like normal, since they are typically suppressed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Unify Minimum Engine Volume:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Allows $Minimum Engine Volume in ships.tbl to work for all ship classes. By default, that value only triggers for non-huge ships. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#FRED SETTINGS==&lt;br /&gt;
This group contains settings for FRED. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable Hard Coded Message Head Ani Files:===&lt;br /&gt;
{{table371|&lt;br /&gt;
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Add Message Head Ani Files:===&lt;br /&gt;
{{table224|&lt;br /&gt;
FRED will append each +Head entry listed below to the head ani selection list in the Event Editor.}}&lt;br /&gt;
&lt;br /&gt;
====+Head:====&lt;br /&gt;
{{table224|&lt;br /&gt;
The head ani filename to add. Extensions will be stripped if included.&lt;br /&gt;
NOTE: Pay attention to file names or anis with a,b, c variation not display in-game (unless called directly). Proper name seems to be Head-xxxNa, Head-xxxNb, with N being some number and XXX being whatever you want. Needs further testing and confirmation &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Head: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable scripting in FRED:===&lt;br /&gt;
{{table382|&lt;br /&gt;
If set, scripting will be enabled in FRED. Use with extreme caution. The effects of scripts on FRED have not been fully tested. You can check if a script is running in FRED by using ba.inMissionEditor().&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED Briefing window resolution:===&lt;br /&gt;
{{table224|&lt;br /&gt;
The width and height of the briefing window in FRED. Defaults to 888x371. Note that changing this only affects FRED and can cause a mismatch to the ingame briefing view which defaults to 888x371 (or 555x232 for 640 base res).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;integer, integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;888,371&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ignore Music Files In Music Player:===&lt;br /&gt;
{{table232|Music files in this section will not be added to FRED&#039;s built-in music player.}}&lt;br /&gt;
====+File:====&lt;br /&gt;
{{table232|Specifies a file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;string&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED spacemouse nonlinearities:===&lt;br /&gt;
{{table232|&lt;br /&gt;
Allows setting custom nonlinearities and scaling for controlling FRED with a spacemouse.&lt;br /&gt;
}}&lt;br /&gt;
====+Sideways exponent:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The exponent for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Sideways scale:====&lt;br /&gt;
{{table232|The multiplier for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch exponent:====&lt;br /&gt;
{{table232|The exponent for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch scale:====&lt;br /&gt;
{{table232|The multiplier for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank exponent:====&lt;br /&gt;
{{table232|The exponent for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank scale:====&lt;br /&gt;
{{table232|The multiplier for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading exponent:====&lt;br /&gt;
{{table232|The exponent for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading scale:====&lt;br /&gt;
{{table232|The multiplier for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
This group contains miscellaneous settings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret&#039;s barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Missile Detonation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*When this flag is set, missiles which reach the center of a submodel will not detonate immediately; they will delay detonation until they have traveled another radius of the submodel.  This fixes missile impacts to submodels whose center lies outside the geometry of the submodel.  In other words, without this flag, a missile might detonate in the middle of the &amp;quot;bowl&amp;quot; of a concave submodel; with this flag, the missile will travel to the other side of the submodel before it detonates.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the 3d ship select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ships in ship/weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapon select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the 3d weapon select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapons in weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d overhead ship:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship overhead view instead of a bitmap in weapon select&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default overhead ship style:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*This specifies which style of overhead view to use if 3d overhead view is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;ROTATE&amp;quot; or &amp;quot;TOPVIEW&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always refresh selected weapon when viewing loadout:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*When set to true, this always refreshes the weapon shown in view box on the right side of the screen when opening the weapon loadout view. This ensures the viewed weapon is one that can actually be on the selected ship when first clicking on the weapon loadout screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents&#039; collision group setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flight controls follow eyepoint orientation:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that if the player ship&#039;s eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams Use Damage Factors:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default fiction viewer UI:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies which fiction viewer layout to use in missions that don&#039;t specify one. Possible values are as follows:&lt;br /&gt;
**&amp;quot;FS2&amp;quot;: Standard layout. Requires (2_)fictionviewer and (2_)fictionviewer-m to be present in data\interface.&lt;br /&gt;
**&amp;quot;WCS&amp;quot;: Moves the &amp;quot;Accept&amp;quot; button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.&lt;br /&gt;
**&amp;quot;auto&amp;quot;: Selects &amp;quot;WCS&amp;quot; if the appropriate files are present; otherwise, selects &amp;quot;FS2&amp;quot;. This is the default setting.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Movie subtitle font:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Specifies which font should be used for displaying subtitles in the cutscene player. This should be the name given to this font in the fonts table. Since movie subtitles can contain Unicode text it is a good idea to enable Unicode mode when movie subtitles are used but this is not enforced by this option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable built-in translations:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Turns off hard-coded translations, e.g. Transport -&amp;gt; Transporter in German.  All strings will either use their XSTR entry or else not be translated.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon shockwave damage respects huge ship flags:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Controls whether weapon shockwaves will respect the huge/supercap ship flags.  In retail they do not.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable external default scripts:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Enables the loading of external scripts with the same name as a built-in script. Otherwise, uses the version of the script included in the executable (currently, just cfile_require.lua).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines the speed the player must reach to warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;40.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target warpout match percent:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines how close to the warpout speed the player needs to be to actually warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.05&#039;&#039;&#039;&#039;&#039; (5%)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum player warpout time:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*The [[Ships.tbl#.24Warpout_Engage_Time:|default amount of time]], in seconds, warping out will take before actually starting to check whether the player is the right speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable in-game options:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Mode whereby various settings can be modified by FSO while it&#039;s still running, rather than being set by the launcher before execution. By default is now ON, and can be accessed by going to the Options menu and pressing F3. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;YES&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Shockwave Default Multiplier:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Amount of damage, as a multiple of normal shockwave damage, assigned to a weapon&#039;s [[Weapons.tbl#.24Dinky shockwave:|dinky shockwave]] by default. To get the same behavior FSO had from 2005-2019, set this to 0.25.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Always Damage Bombs:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Enables all bombs being damaged by shockwaves. Previously only those marked with flags could be damaged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Damage All Object Types Once:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Keeps any object from being damaged more than once by a shockwave.  The default behavior is for asteroids and flagged missiles to be damaged every frame by the shockwave.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Inherit Parent Weapon Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When enabled, the shockwaves of weapons that have a defined damage type automatically inherit that damage type, rather than dealing &amp;quot;typeless&amp;quot; damage. As this behavior is more intuitive than when this flag is disabled, mods targeting 22.4 or newer versions of FSO will have it enabled by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039; for mods targeting 22.4 or newer versions of FSO, otherwise &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When combined with &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot;, this string is added to the inherited damage type to define the shockwave&#039;s damage type. For example, if a weapon has the damage type &amp;quot;heavy&amp;quot; and the provided suffix is &amp;quot;-shock&amp;quot;, then that weapon&#039;s shockwave&#039;s damage type would default to &amp;quot;heavy-shock&amp;quot;.&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Dinky Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Inherited Shockwave Damage Type Added Suffix:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If a weapon&#039;s shockwave doesn&#039;t have a damage type set, it will have this damage type instead (when &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot; is enabled, this will only be used if the weapon itself also doesn&#039;t have a damage type set).&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Dinky Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Default Shockwave Damage Type:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Engine Wash Intensity:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Allows the game to use the [[ships.tbl#.24Intensity::|Intensity]] value when calculating Engine Wash effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Apply HUD shudder to chase view:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Applies hud shudder (afterburner and engine wash) also to chase view. Does not override the command line toggle. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Swarmers Lead Targets:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes swarm missiles to lead their targets by default, and will make use of [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] if specified, like normal aspect seekers. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Threshold for Weapons Subsystems to Trigger Turret Inaccuracy:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the damage threshold for when turrets become less accurate due to weapon subsystem damage. In other words, how damaged do a ship&#039;s aggregated weapons systems have to be before the turrets become inaccurate? Value must be between 0.0-1.0 (includes 0.0 and 1.0).   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI use framerate independent turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Without this flag, missiles turn rate is directly dependent on the current framerate. When enabled their turn rate will be consistent, with the &amp;quot;true&amp;quot; turning taken to be observed turning at 60fps. This flag also affects ships, but the instability is only apparent at extremely low framerates, and so the change will not be apparent. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+AI respect tabled turn time and rotdamp:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Due to complicated physics issues caused by retail not using the above method, tabled turn times on ships and missiles are not representative of actual observed turn times. The above flag makes it consistent, but this flag will make it accurate to what is actually listed in the table. &lt;br /&gt;
*Additionally, rotdamp is now used properly by the AI in a similar manner to players. More rotdamp will result in slower rotational acceleration, and less results in faster acceleration.&lt;br /&gt;
*NOTE: BEWARE OF ADDING THIS FLAG TO AN EXISTING MODPACK. NEARLY EVERY SINGLE TURN TIME WILL NEED TO BE CHANGED.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player starts in third person/chase view by default:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*When this flag is set, a player will start the mission in the chase view, not in the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Custom briefing icons always override standard icons:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Custom ship briefing icons will always be shown when the briefing icon is a ship, but not when it is a non-ship icon such as a planet.  Set this flag to use custom briefing icons in all cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lead indicator behavior:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Changes how Lead Indicators behave when multiple weapon banks are linked and in range.&lt;br /&gt;
When set to default, if you have linked weapons, only the indicator for the one with the farthest range will be drawn.&lt;br /&gt;
When set to multiple, a lead indicator is drawn for all primary weapons in range when you have them linked.&lt;br /&gt;
When set to average, a single lead indicator is drawn in the average of the position where each of them would usually be drawn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** Valid options are &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;multiple&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;average&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use distant firepoint for all turrets:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the game to use firepoint-based target leading calculations for all turrets. This is useful if all or most turrets in a given mod has firepoints that are distant from their center-point.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable discord rich presence:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Enables or disables the built-in Discord game-status reporting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always hide hidden ships in hotkey list:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to always hide ships with HIDDEN hotkey (set in FRED), even in the in-mission hotkey menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Allow automatically assigning personas:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not the game will automatically assign personas to ships that have no persona set.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures use capacity:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not Countermeasures use tabled capacity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Calculate subsystem hitpoints after parsing:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Causes subsystem hitpoints to be calculated after all ships.tbl and -shp.tbm files have been parsed.  This allows subsystem percentages to correctly reflect the final hull value rather than the first hull value encountered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Fix scripted velocity:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*If this setting is enabled, object velocity set via script will wholly determine the change in position for that frame, ignoring &#039;&#039;all&#039;&#039; other in-engine concerns. Otherwise, the game engine will likely overwrite/ignore any changes, depending on when the changes were made in the frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #Ignored Campaign File Names&lt;br /&gt;
    $Campaign File Name: FreeSpace2.fc2&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Fix Turret Collisions: True&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=66169</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=66169"/>
		<updated>2025-06-13T18:03:24Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: debris radius multiplier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2022-10-07 UTC|0dfed6de4be6747fcbcf9c35f8c35996d9d7259b}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
See the article [[Subsystem]] for ship table information that is specific to subsystems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
{{Table202|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Wing Formations&#039;&#039;&#039;&lt;br /&gt;
:**Includes the list of custom wingmate formations}}&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in ships.tbl or in earlier parsed *-shp.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*This setting does nothing&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature, when originally introduced, caused crashes and memory issues. Between 2014/07/24 and 2015/8/20, it was removed from the codebase. In short: do not use in versions prior to 3.7.4.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
===+Use Ship as Template:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Creates a copy of the specified ship to use as a base for this ship.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Caution!&#039;&#039;&#039;&#039;&#039; This is highly dependent on the order the tables are loaded. If the ship used as a template is modified using &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt;, the tabled changes will only be applied to the newly created ship if they are loaded &#039;&#039;before&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt;. Any &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt; changes &#039;&#039;after&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt; will not have any effect on the newly created ship class. Thus, proper templates should be preferred if possible.&lt;br /&gt;
*Cannot be used in conjunction with &amp;lt;tt&amp;gt;+Use Template&amp;lt;/tt&amp;gt;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the ship class to use as a template}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship. Used to rename ships without breaking missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -ship_choice_3d commandline flag is enabled or no ani can be found for the selected ship.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Animations:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying animations that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Animations:|$Animations]]&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 animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Cockpit Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven cockpit animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Cockpit Animations! If you need cockpit animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Moveables:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying moveables that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Moveables:|$Moveables]]&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 moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&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;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
===$POF file Techroom:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder; used only in the weapon loadout screen&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision LOD:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines an alternative LOD (Level-Of-Detail) to use for collision detection. Using this can increase performance without visible drawbacks if the LOD chosen has much simpler geometry but the shape still closely matches the base model.&lt;br /&gt;
*This works as follows: collision detection proceeds normally through the various model/submodel radius and bounding box checks based on LOD0, but when the game decides to perform a mesh-based collision check of a given submodel, it will use the submodel&#039;s LOD mesh instead. However, all submodels do not need to have a counterpart in the given LOD; if one is not found, the closest alternative will automatically be used instead.&lt;br /&gt;
*For example, if &#039;&#039;$Collision LOD: 3&#039;&#039; is used and the submodel engine01a is checked for a hit, the game will attempt to use the mesh of engine01d instead. However, if there is no engine01d submodel, the game will find the closest alternative: it&#039;ll look for engine01c, then engine01b, and finally fall back to engine01a. Note the implications of for example the root LOD submodel (detaild, detail3, etc) including the geometry of subsystem submodels; if detail0 is checked for a collision before engine01a, and detail3 includes the engine geometry (as opposed to having it in engine01d), then the subsystem engine01a cannot be hit.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
NOTE: this option has done nothing since before 2008&lt;br /&gt;
&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used on weapon impact,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Spew&#039;&#039; is not a valid option!&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;
===$Damage Spew Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for the smoke of a weapon impact,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Damage Spew&#039;&#039; is not a valid option!&lt;br /&gt;
*Note that the scaling applied by &#039;&#039;$Damage Spew&#039;&#039; &#039;&#039;&#039;is not&#039;&#039;&#039; applied to&#039;&#039;$Damage Spew Effect:&#039;&#039; automatically. If desired, it has to be manually added using &#039;&#039;$Particle Source Curve:&#039;&#039; within the particle definition&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
====+Collision Sound Light:====&lt;br /&gt;
Sound when this ship collides normally.&lt;br /&gt;
====+Collision Sound Heavy:====&lt;br /&gt;
Sound when this ship collides at high speed.&lt;br /&gt;
====+Collision Sound Shielded:====&lt;br /&gt;
Sound when this ship collides with shields active.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship.&lt;br /&gt;
**Note that due to the exponential damping from $Damp, the acceleration from gravity will eventually even out with $Damp and result in a constant velocity in the direction of gravity.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dying Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**Same as above, but while ths ship is dying/in death roll.&lt;br /&gt;
**The aforementioned exponential damp is still in effect during this time, but it is weaker.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Gravity Const:}}&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Hitpoints Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the hitpoints multiplier. By default this is -1 and thus disabled, but if set to a value greater than or equal 0, the debris hitpoints will be multiplied by this value and the radius of the debris submodel. Useful for making debris have hitpoints that vary based on size of the debris piece. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table3611|&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;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Gravity Const:&#039;&#039;&#039;&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Dying Gravity Const}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Density:&#039;&#039;&#039;&lt;br /&gt;
**Same as [[Ship.tbl#$Density:|Density]] but only applied to the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Ambient Sound:&#039;&#039;&#039;&lt;br /&gt;
**The sound played in the vicinity of debris.}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris POF file:&#039;&#039;&#039;&lt;br /&gt;
**The filename of the ship&#039;s generic debris, by default debris01.pof.&lt;br /&gt;
**Big or huge ships do not normally have generic debris, but if this is specified for them, they will generate generic debris on explosion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris Spew Num:&#039;&#039;&#039;&lt;br /&gt;
**How many generic debris fragments to generate when the ship explodes.&lt;br /&gt;
**If this is a big or huge ship, this is the number of generic debris fragments to generate for every individual propagating explosion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;20&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*Multiplies the mass and moment of inertia of the relevant ship.&lt;br /&gt;
*Ships with a high mass and moment of inertia will be moved/rotated by collisions and impacts less strongly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1. Must not be 0.&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Minimum Velocity:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines minimum velocities on x (left/right), y (up/down), and z (forward) -axis (respectively). This affects the player only, the AI ignores the value. &lt;br /&gt;
*The x and y velocities are considered slide velocities, the minimums for them are &#039;&#039;&#039;not currently implemented&#039;&#039;&#039;.&lt;br /&gt;
*When gliding, if the absolute speed vector of the players ship falls below the minimum then the ships engines will re-engage and cannot be switched off again until the ships absolute vector exceeds the z-minimum.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 40.0&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. &lt;br /&gt;
*If negative, there is no glide cap (allowing practically infinite maximum gliding speed), but only for the player, the AI will act as though it is still 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Defaults to 0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode.&lt;br /&gt;
**If &amp;gt; 0, sets a fixed acceleration rate in glide mode: ships will accelerate at their tabled maximum velocity along the given axis, interpreted in m/s^2, multiplied by &#039;&#039;+Glide Accel Mult:&#039;&#039;.&lt;br /&gt;
**If set to 0, impossible to accelerate while in glide mode.&lt;br /&gt;
**If negative, enables glide speed ramping: acceleration in glide mode ramps using the same constants as in normal flight. Note, however, that glide acceleration ignores the ship&#039;s &#039;&#039;$Damp:&#039;&#039; value, so glide acceleration will always be faster than in normal flight; and if the damping constant is significantly larger than the acceleration constant along a given axis, this difference will become very pronounced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: &#039;&#039;0&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesn&#039;t do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
===+Primary Bank Autoaim FOV:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Defines the autoaim for the primary bank.&lt;br /&gt;
*Can be listed once for each existing bank on the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Aims at Flight Cursor:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Enables flight cursor-style flying for the ship, and causes the ship to fire in the direction of the cursor.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Only works for players! AI may need a system like autoaim to mimic it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Extent:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Required if the above is true.&lt;br /&gt;
*How many degrees away from the center the player is allowed to shoot, using the flight cursor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence&lt;br /&gt;
{{Note|If none of the following optional strings are added, the weapon will not converge. Don&#039;t forget to use them.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;[Fireball Unique ID]&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpin physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use supercap deceleration when arriving, similar to the Colossus. Can also disable supercap deceleration on a ship that normally has it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;[Fireball Unique ID]&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, [[Game_settings.tbl#.24Minimum player warpout time:|defaults to]] 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpout physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use special physics when departing, as a complement to $Supercap warpin physics.  Currently has no effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship has many smaller explosions while in its death-roll. Also determines whether the ship splits in two or not unless explicitly set below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Splits Ship:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Whether the ship splits in two and slowly explodes outward towards its front and back, or just immediately explodes into debris.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, defaults to the value of &#039;$Expl Propagates:&#039; above}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Rotation Multiplier:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Multiplies the strength of the rotation imparted by death-rolling. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll X rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on X-axis (pitch) rotation during the ships deathroll. The value is radians per second. The current hard-coded minimum is 0.8. Note the code generally won&#039;t use this value for ships with radius &amp;gt; 150 (hard-coded). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Y rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Y-axis (yaw) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Z rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Z-axis (roll) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used when a ship is splitting apart,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Splitting Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used the final explosion of this ship type,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used when a knossos type object is dying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Alternate Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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 instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]].  Note that this option is misleadingly named; &amp;quot;vaporization&amp;quot; usually refers to a ship exploding into tiny debris shards rather than hull chunks.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of instant explosion, 0 to 100}}&lt;br /&gt;
{{Table240|In version 24.0 and later, &#039;&#039;&#039;$Skip Death Roll Percent Chance:&#039;&#039;&#039; can be used as a more accurate alternative.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the ship explosion shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight 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 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;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;&lt;br /&gt;
*Note: This requires the [[Weapons.tbl#.24External_Model_File:|$External_Model_File entry to be defined in weapons.tbl]]. Weapons without external models will revert to the standard behaviour.&lt;br /&gt;
*Behavior is as follows:&lt;br /&gt;
**If your bank carries fewer or as many missiles as the number of gunpoints on your bank, you will have exactly as many external model shown as you have missiles left in your bank (going in the order of gunpoints defined in the POF). External models will disappear when missiles are fired.&lt;br /&gt;
**If your bank carries more missiles than you have gunpoints in your bank, then external models will &amp;quot;recoil&amp;quot; (to simulate a reloading animation) every time you fire, and will disappear based on the % of missile left in the bank. Example: you have 2 gunpoints and 4 missiles, the first external model will disappear after you fire the second missile.&lt;br /&gt;
**If your weapon uses the [[Weapons.tbl#.22external_model_launcher.22|&amp;quot;external_model_launcher&amp;quot; flag]], then the model will be displayed on all gunpoints and will not recoil nor disappear when fired.}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Weapon Span:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to &#039;&#039;YES&#039;&#039;. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to the shield thickness.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether weapons which impact on the ship&#039;s hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
====+Max Shield Impact Effect Radius:====&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Caps the size of the visual effect displayed on the shield mesh from impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Impact explosion animation to trigger when this ship&#039;s shields are hit. Works identically for all shield types.&lt;br /&gt;
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Shield Recharge:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier ranging from 0.0 to 1.0, defaults to 1.0&lt;br /&gt;
**Example: &#039;&#039;$Max Shield Recharge: 0.5&#039;&#039; caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/afterburner energy regeneration is disabled. Checked via code inspection 2014-12-29&lt;br /&gt;
{{Table250|&lt;br /&gt;
If the current AI profile has the &#039;&#039;&#039;$ETS uses ship class power output:&#039;&#039;&#039; flag enabled, this will act as a multiplier for ETS energy.  For example, a ship with a power output of 2 will recharge its afterburner twice as fast as a ship with the same stats but a power output of 1.&lt;br /&gt;
}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;&lt;br /&gt;
*Affected by ETS Shields value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Shield Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===+Shield Regen Hit Delay:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a time delay after being hit by a weapon before the shield may begin regenerating again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*Affected by ETS Guns value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Weapon Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Quantity:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*The fraction of &#039;&#039;maximum&#039;&#039; shield capacity to use when making direct shield -&amp;gt; weapon energy transfers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;0.2&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; default direct transfers have a large and poorly-appreciated impact on ETS balancing. If you care about balancing your ship&#039;s weapon and shield recharge rates you are advised to set this to 0.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Efficiency:===&lt;br /&gt;
{{Table202|*The fraction of the transferred shield energy that will actually end up in the weapon capacitor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;1.0&#039;&#039;&lt;br /&gt;
*Note that the amount deposited will be absolute, not relative. For instance, for a ship with 100 weapon energy and 200 shields and default quantity and efficiency, a shield-&amp;gt;weapon transfer will deduct 40 shield energy and add 40 weapon energy. It is entirely possible for efficiency to be more than 1.0.&lt;br /&gt;
*Unless transfer efficiency is tuned to account for the different charge rates for weapons and shields, direct transfers will tend to make the ETS unbalanced in the hands of an experienced player, as in retail.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Speed:===&lt;br /&gt;
{{Table202|*The rate at which transferred energy will move into the weapon capacitor,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*When energy is transferred it is instantly deducted from shields, but it must &#039;trickle&#039; into the weapon capacitor at a fixed fraction per second. This acts as a second bonus recharge on top of whatever the ETS produces.}}&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Quantity:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Efficiency:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Speed:===&lt;br /&gt;
&lt;br /&gt;
{{Table202|As above, but with the transfer direction reversed.}}&lt;br /&gt;
&lt;br /&gt;
===$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;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Hull Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total hull strength that the hull will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hull hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, percentage of total subsystem hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total subsystem strength that subsystems will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of subsystems hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Exact fuel recharged per second is given by the ETS value (as a percentage of total power output) multiplied by twice the tabled recharge rate, and then multiplied by the difficulty setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Minimum Start Fuel:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Minimum afterburner fuel the ship must have before allowed to afterburn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Minimum Fuel to Burn:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Forces the ship to afterburn until at least this much fuel is used, or it runs out of fuel.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Cooldown Time:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*How much time must have elapsed since the last afterburn finished to allow afterburning again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
=====+Bitmap Stretch:=====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&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;
{{Table212|&lt;br /&gt;
=====+Alpha Decay Exponent:=====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan range Normal:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan other small ships or large ship subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scan range Capital:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan capital (&amp;amp; similar size) ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning time multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan time when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning range multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan distance when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Shield Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of shield damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Hull Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of hull damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Flyby Sound===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Optional sound to be used for the fly-by sound&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$DeathRollSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship enters its death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ExplosionSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SubsysExplosionSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when a subsystem on this ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). The position of the camera relative to the model in the tech room and the target box view. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
===$Closeup_pos_targetbox:===&lt;br /&gt;
*Optional value to set for the position of the camera relative to the model in the HUD target box view. If not set then the value for $Closeup_pos: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom_targetbox:===&lt;br /&gt;
*Optional value to set how the model will show in the HUD target box view. How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If not set then the value for $Closeup_zoom: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Offset:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a custom camera position when the ship is being viewed in the chase camera.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively in meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Rigidity:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies how &#039;rigidly&#039; the camera adheres to the &#039;rest&#039; position of the chase view camera when doing maneuvers or changing speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** Defaults to 5.0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$Wingmen Gauge Dot Override:===&lt;br /&gt;
*(Optional) Defines an animation to use for the dots in the wingmen status gauge. Overrides &#039;Dot Filename:&#039; under the &#039;+Wingman Status:&#039; entry in [[Hud_gauges.tbl#.2BWingman_Status:|Hud_gauges.tbl]] &lt;br /&gt;
*Must be an animation with two frames. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Glow Noise Mult:&#039;&#039;&#039;&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Defines the alternative particle thruster.&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Effect:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for thruster and afterburner effects.&lt;br /&gt;
*Any number of thruster and afterburner particles can be specified here.&lt;br /&gt;
*Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
*These can be used both instead and in combination with the legacy particles (&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;, &#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;) described below&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&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;
{{Table212|&lt;br /&gt;
====+Alpha Decay Exponent:====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Time in milliseconds to create new trail points, lower means less &#039;jagged&#039; trails.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Bitmap Stretch:====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&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;
**Optional&lt;br /&gt;
**Rather than adding a new entry, an existing entry can be overriden by using its index in the list (starting at 0).&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;
{{Table230|&lt;br /&gt;
**This field may be omitted, and the activation of the thruster will be calculated automatically based on its position and direction.&lt;br /&gt;
}}&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;
***THESE NAMES MAY BE MISLEADING FOR YOU.&lt;br /&gt;
***&#039;Roll left&#039; and &#039;Roll right&#039; are actually yaw, activated when the ship rotates around its top-bottom axis.&lt;br /&gt;
***&#039;Bank left&#039; and &#039;Bank right&#039; are actually roll, activated when the ship rotates around its front-back axis.&lt;br /&gt;
{{Table232|&lt;br /&gt;
***&#039;Yaw left&#039; and &#039;Yaw right&#039; are now valid strings for this field.  &#039;Roll left&#039; and &#039;Roll right&#039; are still recognized for compatibility.&lt;br /&gt;
}}&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;
**Allows one or more strings, does not have a set limit.&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;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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: $Bay01&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
====+arrival rvec:====&lt;br /&gt;
*When using this path to arrive via fighterbay, the arriving ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to arrive via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
*When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Passive Lightning Arcs:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Creates a &#039;lightning arc&#039; between two points on the ship&#039;s hull, like when the ship is EMP&#039;d or damaged, but naturally and fixed to two points on the ship.&lt;br /&gt;
*This section can be repeated.&lt;br /&gt;
*&#039;&#039;&#039;All subfields are required&#039;&#039;&#039;&lt;br /&gt;
====+Submodel 1:====&lt;br /&gt;
*The name of the name of the submodel the first end is connected to.&lt;br /&gt;
*Note that the arc will &#039;&#039;not&#039;&#039; move along with a submodel while it is animating (but it will be initially created in the correct position). In the case of an animating submodel, it is recommended to use very short durations/frequencies.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Position 1:====&lt;br /&gt;
*The position on the ship this end is attached to, relative to the origin of the entire ship.&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;
====+Submodel 2:====&lt;br /&gt;
====+Position 2:====&lt;br /&gt;
*The same as the above for the other end of the arc.&lt;br /&gt;
====+Duration:====&lt;br /&gt;
*How long the arc persists while active.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Frequency:====&lt;br /&gt;
*How long after creating an arc it should wait before creating another.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
====+Primary color 1:====&lt;br /&gt;
*The first primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Primary color 2:====&lt;br /&gt;
*The second primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Secondary color:====&lt;br /&gt;
*The secondary color of the arc. This is the inner color, usually close to white.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations, replacing the subsystem-based definitions&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animation Moveables:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Like $Animations: but for specific in-mission adjustable moveable animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this ship class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Ship Class to find the CustomData Lua Table.&lt;br /&gt;
====+Val:====&lt;br /&gt;
&lt;br /&gt;
Specifies a custom data value and its name, in the format&lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&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;
&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;
===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; or &amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
*By default, the ship&#039;s subsystems are scannable (this can be overridden by mission designers)&lt;br /&gt;
*The ship will warp out without ramping up to warpout speed&lt;br /&gt;
*When using the &amp;quot;Knossos&amp;quot; warpout, this ship will aim for the center of the portal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot; or &amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
*The following things are true for all ships with this flag:&lt;br /&gt;
**When hit by debris, damage dealt by the collision is capped to between 10 and 20% of the ship&#039;s health maximum (determined randomly for each collision)&lt;br /&gt;
**All damage dealt by weapons without the corresponding supercap flag from weapons.tbl will be reduced by 75%&lt;br /&gt;
**In addition, once the ship is at or below 75% health, damage from non-supercap weapons is completely negated&lt;br /&gt;
**Do note that shockwave damage, regardless of origin, is not subject to these rules unless the &amp;quot;$Weapon shockwave damage respects huge ship flags:&amp;quot; setting in game_settings.tbl is set to true&lt;br /&gt;
**Ship subsystems are scannable by default (can be overridden by mission designers)&lt;br /&gt;
**The ship does not need to ramp up to warpout speed before entering subspace&lt;br /&gt;
**When using the &amp;quot;Knossos&amp;quot; warpout, the ship will aim for a departure point at the center of the Knossos portal&lt;br /&gt;
&lt;br /&gt;
&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; or &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; or &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; or &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-targetable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does not enable any type-specific behavior&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 ship. For ships which have this flag and are a hash-variant of another ship (like &#039;&#039;&#039;SF Dragon&#039;&#039;&#039; and &#039;&#039;&#039;SF Dragon#2 (Weakened)&#039;&#039;&#039;), the ship copy will be listed on the scoreboard as the original ship. This only affects the listing, not the score.&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;don&#039;t collide invisible&amp;quot; or &amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collidable (For example, a hangar entrance)&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 any of the FRED dropdown lists for ship classes.&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 modelled 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 shield icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===no weapon damage scaling&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapons that impact this ship will not by scaled according to &#039;big damage&#039; or supercap rules}}&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;
&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;
&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;
&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;
&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;
&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;
&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;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|$Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;repair disabled subsystems&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Destroyed subsystems will auto-repair, provided [[Ships.tbl#.24Subsystem_Repair_Rate:|$Subsystem Repair Rate:]] is greater than 0. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t bank when turning&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: the ship will not bank when changing its heading.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t clamp max velocity&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: the ship&#039;s velocity will not be limited by its tabled max velocity, provided the max velocity is greater than 0.  Use with caution!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;instantaneous acceleration&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: whenever the ship decides to change speed, it will instantaneously reach its desired speed.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;large ship deathroll&amp;quot;===&lt;br /&gt;
{{Table210|&lt;br /&gt;
Causes the ship to deathroll like a fighter, even if it is big or huge (which is disabled by default). Note that their deathroll intensity is scaled down by being larger size. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact debris&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Turns off the tiny debris shards that are typically spawned when something impacts a ship. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wing Formations==&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Provides a unique name for the formation, followed by the list of positions occupied by each member of the wing relative to their leader. The leader is always at 0,0,0 and is omitted, so the first position is the second in the wing, and second is the third in the wing, etc. Each formation must contain all 5 positions.&lt;br /&gt;
*NOTE: FSO automatically scales these these positions by the ship&#039;s size, so the table values will be very small. You can see the retail formation&#039;s values below for reference.&lt;br /&gt;
*Syntax: (a list of 5 &#039;&#039;&#039;&#039;&#039;Vectors&#039;&#039;&#039;&#039;&#039;), each has three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Wing Formations&lt;br /&gt;
&lt;br /&gt;
$Name: Default&lt;br /&gt;
((-0.39, 0.20, -0.59)&lt;br /&gt;
 ( 0.39, 0.20, -0.59)&lt;br /&gt;
 (-0.78, 0.39, -1.18) &lt;br /&gt;
 ( 0.00, 0.39, -1.18)&lt;br /&gt;
 ( 0.78, 0.39, -1.18)) &lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=66166</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=66166"/>
		<updated>2025-06-05T12:37:43Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add new options&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-10|642111676012bc6696f4024c40296a6c20b3b958}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;game_settings.tbl&#039;&#039;&#039;, also known as mod.tbl, defines options that can be changed globally.  All settings are optional.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl#$Target_Version:|target version]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table220|&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Turret_Collisions:|Fixed Turret Collisions]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Missile_Detonation:|Fixed Missile Detonation]]&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Damage_All_Object_Types_Once:|Shockwaves Damage All Object Types Once]]&lt;br /&gt;
*[[game_settings.tbl#$AI_use_framerate_independent_turning:|AI use framerate independent turning]]&lt;br /&gt;
*[[game_settings.tbl#$Use_host_orientation_for_set-camera-facing:|Use host orientation for set-camera-facing]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table230|&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Inherit_Parent_Weapon_Damage_Type:|Shockwaves Inherit Parent Weapon Damage Type]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Chaining_To_Repeating_Events:|Fixed Chaining To Repeating Events]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*[[game_settings.tbl#$Calculate_subsystem_hitpoints_after_parsing:|Calculate subsystem hitpoints after parsing]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GAME SETTINGS==&lt;br /&gt;
Contains settings that affect how the engine works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Version:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Specifies the minimum version of FreeSpace Open that this mod supports. If the version specified here is greater than the version of the current build, an error message is displayed.&lt;br /&gt;
}}&lt;br /&gt;
{{Table381|&lt;br /&gt;
The $Minimum version option has been renamed to $Target Version. The old name is kept with the same functionality for backwards-compatibility.&lt;br /&gt;
&lt;br /&gt;
The target version specifies what version of the FSO engine this mod was created for. It will be used by the engine to enable or disable backwards-incompatible changes by default. The default value is 2.0 which specifies that the mod targets the retail engine version.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Major:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the major component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Minor:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the minor component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;7&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Build:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the build component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Revision:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any).&lt;br /&gt;
For nightly builds this is the date in YYYYMMDD format.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;20151121&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window title:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the name of the FSO window when this mod is running. If blank or unspecified, the window will have the default title of &amp;quot;FreeSpace 2&amp;quot;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window icon:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the icon filename of the FSO window when this mod is running. If blank or unspecified, the window will have the default icon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod title:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the title of the mod and will be displayed at the mainhall near the FSO version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod title on its own.  Previously, the mod version was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod version:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the version of the mod and will be displayed at the mainhall near the FSO version. Can be a string or it can be semantic versioning such as 2.0.0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod version on its own.  Previously, the mod title was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unicode mode:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Enabled the Unicode text mode for this mod. In Unicode mode all text is assumed to be UTF-8 encoded Unicode and certain features are disabled if they do not have full Unicode support. Most notably, if this is enabled then the engine will no longer support the old bitmap fonts that were used by Retail FreeSpace. Only the newer TrueType fonts will be supported.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash screens:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Defines a list of splash screens that FSO can display upon game startup. The actual image displayed is chosen at random from the applicable entries. Entries with exact aspect ratio matches will be prioritized first, followed by aspect ratio ranged matches, followed by entries without an aspect ratio specified.}}&lt;br /&gt;
&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The name of the bitmap to use as a splash screen. Extension will be removed if included.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Bitmap: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio matches the specified number within +/- 0.01.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Min:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at least the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Min: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Max:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at most the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Max: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade in time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade in.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade out time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Center splash logo:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets whether the splash logo will be displayed in the middle of the screen.  If this is false (the default), it will be displayed at the top-left.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable FSO Internal Loadout Restoration System:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
When the player configures the ships and weapons of the wings in the loadout screen, FSO will remember these settings and attempt to apply them again if the player quits the mission and comes back to it later.  FSO will only remember the most recent mission&#039;s loadout, so it will not attempt to restore the loadout if the player loads a different mission.  It will also not attempt this if the mission&#039;s &#039;&#039;$Modified:&#039;&#039; date has changed.  This flag can be used to prevent FSO from attempting restoration even if it normally would.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==#LOCALIZATION SETTINGS==&lt;br /&gt;
Contains various settings related to localization and language support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use tabled strings for the default language:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Causes the game to use the text in strings.tbl and tstrings.tbl even when the current language is English.  By default, the game will use the literal text in the source code and the data files (tables and missions) and will not look up the entry when the language is English.  For other languages, the translation is always used, if it exists, regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t pre-empt training message voice:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Prevents training messages from being interrupted by other training messages.  If a training message has a voice file associated with it, or simulated speech is active, the next message will not be played until the current message has finished.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
This group contains various Campaign related settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Ignored Campaign File Names===&lt;br /&gt;
Defines which campaigns, if present, will not appear in the Campaign Room. In the original implementation, only single-player campaigns could be ignored and file extensions were required, but see below.&lt;br /&gt;
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}&lt;br /&gt;
{{Table382|As of 3.8.2, file name comparisons are not case sensitive and multiplayer campaigns can be ignored.}}&lt;br /&gt;
====$Campaign File Name:====&lt;br /&gt;
File name of the campaign to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===#Ignored Mission File Names===&lt;br /&gt;
{{Table382|Defines which standalone missions, if present, will not appear in the Tech Room or Multiplayer Lobby.  Both single-player and multiplayer missions can be ignored, but missions which appear in a campaign cannot.  File extensions are not required and, if present, are removed by the code.  File name comparisons are not case sensitive.&lt;br /&gt;
====$Mission File Name:====&lt;br /&gt;
File name of the mission to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Red-alert applies to delayed ships:===&lt;br /&gt;
{{Table372|Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#HUD SETTINGS==&lt;br /&gt;
This group contains various HUD behavior settings and overrides&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 0 ms&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene camera displays HUD:===&lt;br /&gt;
Show the HUD when the cutscene camera is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Full color head animations:===&lt;br /&gt;
Enables full-color head ANIs. Normal head ANIs will appear in gray.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t automatically select a turret when targeting a ship:===&lt;br /&gt;
{{Table220|Uses FS1 behavior where targeting a new ship did not target any turrets.  In FS2 a turret is automatically targeted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supernova hits at zero:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Adjusts the HUD timer so that the timer reaches zero when the supernova hits the player.  The actual timing is not affected -- whether the flag is enabled or not, the supernova will always hit the player when 5 seconds remain in the time specified in the sexp.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always warn player about unbound keys used in Directives Gauge:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Ensures that the &amp;quot;Key Unbound&amp;quot; message will pop up for a directive with an unbound key in any single-player mission, not just a training mission. Note, that the default string (index 426) will still say &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with training.&amp;quot; Thus, it is advised to change the string at index 426 using the -lcl.tbm to &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with this mission.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD drop shadows enabled by default:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If this flag is active, certain elements displayed on the HUD (all text, the main targeting reticle, and the background of the ETS gauges) will have a &amp;quot;drop shadow&amp;quot; effect.  Note that whether or not the flag is active, the player can set this using the &amp;quot;Toggle HUD Drop Shadows&amp;quot; control.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify scanning behavior:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Unifies scanning behavior between subsystem, regular, and cargo allowing missions to use all scan types in all situations.&lt;br /&gt;
*Also allows changing the &amp;quot;Cargo:&amp;quot; text line in a mission by adding &amp;quot;$Cargo Title: STRING&amp;quot; after the &amp;quot;$Cargo 1:&amp;quot; or &amp;quot;$Cargo 2:&amp;quot; lines in the mission file. FRED UI support not yet added for $Cargo Title so you have to do it manually.&lt;br /&gt;
*When this flag is enabled, all ships, no matter the ship class, will react the same way to the cargo-related or scanning-related ship flags:&lt;br /&gt;
**They are not scannable by default&lt;br /&gt;
**Setting the &amp;quot;scannable&amp;quot; flag makes them scannable, and scanning the subsystem will reveal the cargo&lt;br /&gt;
**A new flag available with alter-ship-flag, &amp;quot;no-scanned-cargo&amp;quot;, changes the behavior to scanned/unscanned instead of revealing the cargo&lt;br /&gt;
**The &amp;quot;toggle-subsystem-scanning&amp;quot; flag must be set to swap full-ship scanning mode into subsystem scanning mode and works for all ship types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t show callsigns in the escort list:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
By default, callsigns are shown in the escort list using the same format as in the target box.  If this flag is active, callsigns will not be displayed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
This group contains SEXP settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this allows all events in a chain to repeat, instead of only the last one.  It makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Chaining To Repeating Events:===&lt;br /&gt;
{{Table230|When set, this makes event chaining to repeated events work as designed - that is, the chained event will only be evaluated after the chain delay.  If the repeating event&#039;s interval is shorter than the chain delay, then the delay countdown will continually be restarted until all repetitions have completed.  Without this flag, FSO will emulate retail behavior which, due to a bug, allowed chained events to be evaluated immediately after a repeating event is first evaluated.&lt;br /&gt;
&lt;br /&gt;
NOTE: Although the name does not reflect it, the same issue affects repeating events that are evaluated by &amp;lt;tt&amp;gt;is-event-true-delay&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;is-event-false-delay&amp;lt;/tt&amp;gt;.  Without this flag, FSO will emulate retail behavior which causes these SEXP operators to ignore any delay when evaluating repeated events.  With this flag, the delay will be measured from when the final repeat iteration occurs.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Use host orientation for set-camera-facing:===&lt;br /&gt;
{{Table220|When set, this will take into account the host orientation for cutscene cameras.  This is a bugfix for [https://github.com/scp-fs2open/fs2open.github.com/issues/3889 GitHub issue #3889].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle uses pixels:===&lt;br /&gt;
{{Table222|When set, SEXPs which display subtitles will read their arguments as pixels, not percentages.  If &amp;lt;code&amp;gt;$Show-subtitle base resolution:&amp;lt;/code&amp;gt; is set, these pixels will be scaled up or down as needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle base resolution:===&lt;br /&gt;
{{Table222|When set, subtitles are assumed to display at the appropriate size in the specified resolution, and will be scaled up or down if the current screen resolution is different.  If this is not set, or is set to a resolution less than (640, 480), subtitles will not be scaled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD-set-coords base resolution:===&lt;br /&gt;
{{Table232|The hud-set-coords SEXP has always used exact pixels, without regard for the current screen resolution.  This setting enables a similar scaling mechanism as &#039;&#039;$Show-subtitle base resolution:&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$$Always Show Directive Value Count:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If this setting is enabled, Directive-as-Value values in Directives will always show the number. By default this is disabled, and only values &amp;gt; 1 are shown. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
This group contains settings related to graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; (0-3)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (very high)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Briefing Window FOV:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375; some previous versions of FSO used a value of 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (0.0 to 1.0)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.29375&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Generic Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of the pain red flash when the player is hit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of a pain flash when the player&#039;s shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the intensity of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Color:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the RGB color value of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: Color, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(255, 255, 127)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$BMPMAN Slot Limit:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Determines the maximum number of textures that can be loaded simultaneously. This includes every frame of an animation, unless that animation is streaming (e.g. command briefing animations, message talking heads, etc). Also includes dynamically-created textures (used internally for various functions).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Int&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 3500&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;4750&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 10)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the EMP lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (255, 255, 10)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the damage lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the damage lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Requires Rendering Feature:===&lt;br /&gt;
{{Table210|Needs description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Render player muzzle flashes in cockpit:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether muzzle flashes will be shown within the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which glowpoints are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shield effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which thruster flares are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether beam weapons will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which beam effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 4.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a beam effect affects its visibility. This is multiplied by the radius of the beam and added to the above for the final value. This results in larger beams being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether lasers, missiles, countermeasures, etc will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Weapon visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which laser-type weapons are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.3}}&lt;br /&gt;
&lt;br /&gt;
====+$Trail visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which trails (weapon and ship contrails) are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Shockwave visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shockwave effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 2.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Particles affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether particle effects, including impact effects, will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which particle effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a particle effect affects its visibility. This is multiplied by the radius of the particle and added to the above for the final value. This results in larger particles being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fireballs affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether fireballs from ship explosions will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which fireballs are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a fireball affects its visibility. This is multiplied by the radius of the fireball and added to the above for the final value. This results in larger fireballs being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Quality Default:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the default level for shadow quality if the &#039;enable_shadows&#039; command line is used and &#039;shadow_quality&#039; is not used. By default, the FSO will set the shadow detail level to 2. Valid values are 0 (shadows disabled), 1 (Low, 512x512 shadow map), 2 (Medium, 1024x1024 shadow map), 3 (High, 2048x2048 shadow map), or 4 (Ultra, 4096x4096). Note, the command line &#039;shadow_quality&#039; will override any value set here.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the game scene uses. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(200.0, 600.0, 2500.0, 8000.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances Cockpit:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the cockpit pass scene uses. Will only shadow the cockpit model, and does not interact with the external game scene shadow map. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(0.25, 0.75, 1.5, 3.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Techroom:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the techroom.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Cockpit:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on the player cockpit in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Weapons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on weapons in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Ships:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship Casts Shadow:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When cockpit shadows are enabled, enabling this setting will cause the players ship model shown with &amp;quot;show ship&amp;quot; to cast shadow onto the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Model And Cockpit Share Coordinate Space:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When having the &amp;quot;show ship&amp;quot; flag enabled and cockpit models for a ship, this flag should be on if the cockpits can fit into the actual geometry of the ship model. Disable this flag if this is not the case and the cockpit needs to be rendered on top of the ship regardless of actual coordinates. If this can be enabled, the external show ship model can be rendered using deferred rendering.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship enabled only if Cockpits enabled:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Enabling this setting will only use the &#039;show-ship&#039; flag if cockpits are enabled. Useful if your ship uses both &#039;show-ship&#039; and cockpits that exist within the &#039;show-ship&#039; space, and you want to allow players to toggle off cockpits. Note, &#039;show-ship&#039; always only appears if in first-person view. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Thrusters:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Thrusters:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Beams:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that beams will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Muzzle Flashes:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that muzzle flashes will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Trails:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that trails will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Lasers:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that lasers will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Length:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest length that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Radius:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest radius that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Easing Value:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Smooths out the behavior of maneuvering thruster flares the higher above 0 it is.&lt;br /&gt;
*This is the exponential time constant for the visual flare length to reach it&#039;s true length.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SCPUI attempts to load hires animations:===&lt;br /&gt;
{{Table230| &lt;br /&gt;
*Prevents SCPUI from trying to load anims prefixed with &amp;quot;2_&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: true}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table230| &lt;br /&gt;
===$Max draw distance:===&lt;br /&gt;
===$Min draw distance:===&lt;br /&gt;
*These values do more than just cutoff the visuals at certain distances, and they must be adjusted carefully to ensure unintentional rendering artifacts are not introduced.&lt;br /&gt;
*The rendering engine has limited amount of &#039;depth resolution&#039;, the degree to which it can tell a certain polygon is closer or farther away than another. When two polygons are too close, they will Z-fight, picking arbitrarily which is closer. It is the span between the min and max draw distance that determines how well the engine can determine depth, if they are too far from one another, the Z-fighting will become more common as it has to spread its resolution over a wider range. If they are close, Z-fighting will be lessened at the cost of a smaller range of distance able to be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*Default Values: 10,000,000,000 and 1, respectively&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table232| &lt;br /&gt;
===$Randomize particle rotation:===&lt;br /&gt;
*Particle bitmaps are typically screen-aligned; the upper portion of the bitmap will always be mapped to the upper portion of the particle, from the point of view of the camera. Enabling this option makes &#039;&#039;all&#039;&#039; particles have a random &#039;tilt&#039; in an arbitrary direction when created.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable shield effects:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies if FSO attempts to use the shield mesh impact effects. Enabling this flag will prevent the game from preforming any shield mesh effect code, which can be useful if a mod does not use those shield mesh effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#NETWORK SETTINGS==&lt;br /&gt;
This group contains network-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2NetD port:===&lt;br /&gt;
*(description required)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default object update level for multiplayer:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the distances default object update rate  for multiplayer matches. By default, the FSO will set the object update level to 2. Valid values are 0 (Low), 1 (Medium), 2 (High), 3 (LAN). FSO caps the bandwidth it uses based on these settings, but they were designed for connections from 1999. LAN has the least restrictive limits and does not require an actual LAN connection. Also, if a player&#039;s connection is within the dial-up speed range then game auto force the use of the lowest level during a match.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SOUND SETTINGS==&lt;br /&gt;
This group contains sound-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Sound Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default sound fx volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Music Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default music volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.5&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Voice Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default voice volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use weapon class impact sounds for hits to player:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows weapons that hit the player to play their specific impact sounds, not the hard-coded default sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Play thruster sounds for the player:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If the player&#039;s ship has thruster sounds defined, this will ensure they are played like normal, since they are typically suppressed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#FRED SETTINGS==&lt;br /&gt;
This group contains settings for FRED. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable Hard Coded Message Head Ani Files:===&lt;br /&gt;
{{table371|&lt;br /&gt;
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Add Message Head Ani Files:===&lt;br /&gt;
{{table224|&lt;br /&gt;
FRED will append each +Head entry listed below to the head ani selection list in the Event Editor.}}&lt;br /&gt;
&lt;br /&gt;
====+Head:====&lt;br /&gt;
{{table224|&lt;br /&gt;
The head ani filename to add. Extensions will be stripped if included.&lt;br /&gt;
NOTE: Pay attention to file names or anis with a,b, c variation not display in-game (unless called directly). Proper name seems to be Head-xxxNa, Head-xxxNb, with N being some number and XXX being whatever you want. Needs further testing and confirmation &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Head: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable scripting in FRED:===&lt;br /&gt;
{{table382|&lt;br /&gt;
If set, scripting will be enabled in FRED. Use with extreme caution. The effects of scripts on FRED have not been fully tested. You can check if a script is running in FRED by using ba.inMissionEditor().&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED Briefing window resolution:===&lt;br /&gt;
{{table224|&lt;br /&gt;
The width and height of the briefing window in FRED. Defaults to 888x371. Note that changing this only affects FRED and can cause a mismatch to the ingame briefing view which defaults to 888x371 (or 555x232 for 640 base res).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;integer, integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;888,371&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ignore Music Files In Music Player:===&lt;br /&gt;
{{table232|Music files in this section will not be added to FRED&#039;s built-in music player.}}&lt;br /&gt;
====+File:====&lt;br /&gt;
{{table232|Specifies a file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;string&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED spacemouse nonlinearities:===&lt;br /&gt;
{{table232|&lt;br /&gt;
Allows setting custom nonlinearities and scaling for controlling FRED with a spacemouse.&lt;br /&gt;
}}&lt;br /&gt;
====+Sideways exponent:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The exponent for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Sideways scale:====&lt;br /&gt;
{{table232|The multiplier for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch exponent:====&lt;br /&gt;
{{table232|The exponent for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch scale:====&lt;br /&gt;
{{table232|The multiplier for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank exponent:====&lt;br /&gt;
{{table232|The exponent for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank scale:====&lt;br /&gt;
{{table232|The multiplier for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading exponent:====&lt;br /&gt;
{{table232|The exponent for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading scale:====&lt;br /&gt;
{{table232|The multiplier for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
This group contains miscellaneous settings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret&#039;s barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Missile Detonation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*When this flag is set, missiles which reach the center of a submodel will not detonate immediately; they will delay detonation until they have traveled another radius of the submodel.  This fixes missile impacts to submodels whose center lies outside the geometry of the submodel.  In other words, without this flag, a missile might detonate in the middle of the &amp;quot;bowl&amp;quot; of a concave submodel; with this flag, the missile will travel to the other side of the submodel before it detonates.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the 3d ship select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ships in ship/weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapon select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the 3d weapon select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapons in weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d overhead ship:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship overhead view instead of a bitmap in weapon select&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default overhead ship style:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*This specifies which style of overhead view to use if 3d overhead view is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;ROTATE&amp;quot; or &amp;quot;TOPVIEW&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always refresh selected weapon when viewing loadout:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*When set to true, this always refreshes the weapon shown in view box on the right side of the screen when opening the weapon loadout view. This ensures the viewed weapon is one that can actually be on the selected ship when first clicking on the weapon loadout screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents&#039; collision group setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flight controls follow eyepoint orientation:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that if the player ship&#039;s eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams Use Damage Factors:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default fiction viewer UI:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies which fiction viewer layout to use in missions that don&#039;t specify one. Possible values are as follows:&lt;br /&gt;
**&amp;quot;FS2&amp;quot;: Standard layout. Requires (2_)fictionviewer and (2_)fictionviewer-m to be present in data\interface.&lt;br /&gt;
**&amp;quot;WCS&amp;quot;: Moves the &amp;quot;Accept&amp;quot; button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.&lt;br /&gt;
**&amp;quot;auto&amp;quot;: Selects &amp;quot;WCS&amp;quot; if the appropriate files are present; otherwise, selects &amp;quot;FS2&amp;quot;. This is the default setting.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Movie subtitle font:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Specifies which font should be used for displaying subtitles in the cutscene player. This should be the name given to this font in the fonts table. Since movie subtitles can contain Unicode text it is a good idea to enable Unicode mode when movie subtitles are used but this is not enforced by this option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable built-in translations:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Turns off hard-coded translations, e.g. Transport -&amp;gt; Transporter in German.  All strings will either use their XSTR entry or else not be translated.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon shockwave damage respects huge ship flags:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Controls whether weapon shockwaves will respect the huge/supercap ship flags.  In retail they do not.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable external default scripts:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Enables the loading of external scripts with the same name as a built-in script. Otherwise, uses the version of the script included in the executable (currently, just cfile_require.lua).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines the speed the player must reach to warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;40.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target warpout match percent:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines how close to the warpout speed the player needs to be to actually warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.05&#039;&#039;&#039;&#039;&#039; (5%)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum player warpout time:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*The [[Ships.tbl#.24Warpout_Engage_Time:|default amount of time]], in seconds, warping out will take before actually starting to check whether the player is the right speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable in-game options:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Mode whereby various settings can be modified by FSO while it&#039;s still running, rather than being set by the launcher before execution. By default is now ON, and can be accessed by going to the Options menu and pressing F3. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;YES&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Shockwave Default Multiplier:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Amount of damage, as a multiple of normal shockwave damage, assigned to a weapon&#039;s [[Weapons.tbl#.24Dinky shockwave:|dinky shockwave]] by default. To get the same behavior FSO had from 2005-2019, set this to 0.25.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Always Damage Bombs:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Enables all bombs being damaged by shockwaves. Previously only those marked with flags could be damaged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Damage All Object Types Once:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Keeps any object from being damaged more than once by a shockwave.  The default behavior is for asteroids and flagged missiles to be damaged every frame by the shockwave.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Inherit Parent Weapon Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When enabled, the shockwaves of weapons that have a defined damage type automatically inherit that damage type, rather than dealing &amp;quot;typeless&amp;quot; damage. As this behavior is more intuitive than when this flag is disabled, mods targeting 22.4 or newer versions of FSO will have it enabled by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039; for mods targeting 22.4 or newer versions of FSO, otherwise &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When combined with &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot;, this string is added to the inherited damage type to define the shockwave&#039;s damage type. For example, if a weapon has the damage type &amp;quot;heavy&amp;quot; and the provided suffix is &amp;quot;-shock&amp;quot;, then that weapon&#039;s shockwave&#039;s damage type would default to &amp;quot;heavy-shock&amp;quot;.&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Dinky Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Inherited Shockwave Damage Type Added Suffix:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If a weapon&#039;s shockwave doesn&#039;t have a damage type set, it will have this damage type instead (when &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot; is enabled, this will only be used if the weapon itself also doesn&#039;t have a damage type set).&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Dinky Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Default Shockwave Damage Type:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Engine Wash Intensity:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Allows the game to use the [[ships.tbl#.24Intensity::|Intensity]] value when calculating Engine Wash effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Apply HUD shudder to chase view:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Applies hud shudder (afterburner and engine wash) also to chase view. Does not override the command line toggle. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Swarmers Lead Targets:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes swarm missiles to lead their targets by default, and will make use of [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] if specified, like normal aspect seekers. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Threshold for Weapons Subsystems to Trigger Turret Inaccuracy:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the damage threshold for when turrets become less accurate due to weapon subsystem damage. In other words, how damaged do a ship&#039;s aggregated weapons systems have to be before the turrets become inaccurate? Value must be between 0.0-1.0 (includes 0.0 and 1.0).   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI use framerate independent turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Without this flag, missiles turn rate is directly dependent on the current framerate. When enabled their turn rate will be consistent, with the &amp;quot;true&amp;quot; turning taken to be observed turning at 60fps. This flag also affects ships, but the instability is only apparent at extremely low framerates, and so the change will not be apparent. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+AI respect tabled turn time and rotdamp:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Due to complicated physics issues caused by retail not using the above method, tabled turn times on ships and missiles are not representative of actual observed turn times. The above flag makes it consistent, but this flag will make it accurate to what is actually listed in the table. &lt;br /&gt;
*Additionally, rotdamp is now used properly by the AI in a similar manner to players. More rotdamp will result in slower rotational acceleration, and less results in faster acceleration.&lt;br /&gt;
*NOTE: BEWARE OF ADDING THIS FLAG TO AN EXISTING MODPACK. NEARLY EVERY SINGLE TURN TIME WILL NEED TO BE CHANGED.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player starts in third person/chase view by default:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*When this flag is set, a player will start the mission in the chase view, not in the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Custom briefing icons always override standard icons:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Custom ship briefing icons will always be shown when the briefing icon is a ship, but not when it is a non-ship icon such as a planet.  Set this flag to use custom briefing icons in all cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lead indicator behavior:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Changes how Lead Indicators behave when multiple weapon banks are linked and in range.&lt;br /&gt;
When set to default, if you have linked weapons, only the indicator for the one with the farthest range will be drawn.&lt;br /&gt;
When set to multiple, a lead indicator is drawn for all primary weapons in range when you have them linked.&lt;br /&gt;
When set to average, a single lead indicator is drawn in the average of the position where each of them would usually be drawn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** Valid options are &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;multiple&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;average&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use distant firepoint for all turrets:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the game to use firepoint-based target leading calculations for all turrets. This is useful if all or most turrets in a given mod has firepoints that are distant from their center-point.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable discord rich presence:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Enables or disables the built-in Discord game-status reporting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always hide hidden ships in hotkey list:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to always hide ships with HIDDEN hotkey (set in FRED), even in the in-mission hotkey menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Allow automatically assigning personas:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not the game will automatically assign personas to ships that have no persona set.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures use capacity:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not Countermeasures use tabled capacity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Calculate subsystem hitpoints after parsing:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Causes subsystem hitpoints to be calculated after all ships.tbl and -shp.tbm files have been parsed.  This allows subsystem percentages to correctly reflect the final hull value rather than the first hull value encountered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Fix scripted velocity:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*If this setting is enabled, object velocity set via script will wholly determine the change in position for that frame, ignoring &#039;&#039;all&#039;&#039; other in-engine concerns. Otherwise, the game engine will likely overwrite/ignore any changes, depending on when the changes were made in the frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #Ignored Campaign File Names&lt;br /&gt;
    $Campaign File Name: FreeSpace2.fc2&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Fix Turret Collisions: True&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=66164</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=66164"/>
		<updated>2025-06-02T01:44:51Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: correct order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-12|72a11fd542671e849042a2e8de0f090e5cbdae0d}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ai_profiles.tbl&#039;&#039;&#039; 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;
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the &amp;quot;FS2 RETAIL&amp;quot; AI profile. It&#039;s usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.&lt;br /&gt;
&lt;br /&gt;
{{Table232| This table can also be called &#039;&#039;&#039;mission_profiles.tbl&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
{{Table232| Can also be extended with &#039;&#039;&#039;xxx-msp.tbm&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;reset last_hit_target_time for player hits&#039;&#039;&#039;}}&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;fix ramming stationary targets bug&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;huge turret weapons ignore bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix linked primary weapon decision bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent turrets targeting too distant bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix heat seekers homing on stealth ships bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;allow vertical dodge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai class bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ai guards specific ship in wing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai path order bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;aspect bomb invulnerability fix&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;use actual primary range&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fighters/bombers with no shields can manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;fixed ship-weapon collisions&#039;&#039;&#039;}}&lt;br /&gt;
{{Table220|&lt;br /&gt;
*&#039;&#039;&#039;fighterbay arrivals use carrier orientation&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent negative turret ammo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix keep-safe-distance&#039;&#039;&#039;}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;fix good-rearm-time bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;no continuous turn on attack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;remove-goal properly removes play-dead order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;ships playing dead don&#039;t manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table234|&lt;br /&gt;
*&#039;&#039;&#039;hud squad messages use tactical disarm/disable&#039;&#039;&#039;}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;debris damage respects &#039;big damage&#039; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;force beam turrets to use normal fov&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;guards ignore protected attackers&#039;&#039;&#039;}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;fix avoid-shockwave bugs&#039;&#039;&#039;}}&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 &#039;&#039;&#039;FS2 Retail&#039;&#039;&#039;, 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;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Friendly Fire Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly weapon fire, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Self Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by self-hits, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&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;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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 Missiles 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;
*Note: The alternative spelling &amp;quot;Missles&amp;quot; is also accepted for backwards compatibility reasons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*This number is also checked when a ship checks for a new target, such as using the goal attack-any. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$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;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the time after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI&#039;s aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&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: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&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;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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 for an AI to hesitate about firing a secondary or homing turret weapon at the player. Values range from 0-6, at 0 they will frequently hesitate, at 6 they will never hesitate.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4&lt;br /&gt;
* Mechanic details: AIs are only allowed to fire homing secondaries or turrets with homing weapons at the player in a limited window of time. The window starts every ten seconds, and lasts (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) 7ths of that ten second cycle. Each ship has it&#039;s own cycle, so their windows are not all synchronized.&lt;br /&gt;
* Example: a value of 1 becomes 2/7ths, so ships can fire homing weapons at the player for roughly 2.85 seconds at a time, then are unable to fire them for 7.15 seconds.&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;
===$free afterburner use:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*If set, the AI will use afterburners in more situations.}}&lt;br /&gt;
&lt;br /&gt;
===$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 1.1 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;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$check communications for non-player ships:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, every ship will have the same communications subsystem restrictions as the player, including minimum strength to send messages and EMP scramble status.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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 *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable player secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, players are not allowed to dual-fire their secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$disable ai secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, AIs are not allowed to dual-fire their secondaries.}}&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;
===$fix ramming stationary targets bug:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, AI ships will try not to crash into stationary targets.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3147 Mantis #3147].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, ships that are on different teams and ships that are outside the player&#039;s squadron will be allowed to send death screams.  Additionally, the game will no longer cap a maximum number of screams per mission.  (This flag originated as a customization of message behavior for the Wing Commander Saga mod.)&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform less checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22fov_edge_checks.22|&amp;quot;fov edge checks&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22target_requires_fov.22|&amp;quot;target requires fov&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Normally, 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 flag to YES to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES; to get rid of retail behavior you would specify NO. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Default: NO.&lt;br /&gt;
* When no, when any secondary encounters any beam it is instantly destroyed regardless of if it is marked as interceptable, has a health value, or any other circumstance that would normally apply to interception by other weapons.&lt;br /&gt;
* When true, damage and health values are respected in these circumstances. Secondaries without hitpoints are still destroyed, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*By default, an aspect seeker that&#039;s been decoyed by a CM just flies straight forward, while a heatseeker in the same position will actively home in on the CM.  This flag makes aspect seekers match heatseeker behavior in this regard.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$support don&#039;t add primaries:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, the support ship will not equip a new primary weapon into an empty bank.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay arrivals use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships arriving via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they exit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay departures use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships departing via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they enter.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris damage respects &#039;big damage&#039; flag:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Causes damage inflicted by debris to be limited by the &#039;big damage&#039; flag in the same way as damage inflicted by weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t limit change in speed due to physics whack:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the speed change due to physics whacks (collision, shockwave, etc.) is unlimited.  Without this flag, the speed change will be capped at 440 m/s if it exceeds 500 m/s.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$guards ignore protected attackers:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the AI will not guard against ships that have the &amp;quot;protect-ship&amp;quot; flag.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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 lose its mind 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;
===$default weapon select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$no warp camera:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, prevents the view from switching to the external camera when the player warps out.&lt;br /&gt;
*Note: this flag is deprecated and may get moved to another table without further notice.}}&lt;br /&gt;
&lt;br /&gt;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$strict turret-tagged-only targeting:===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*When set, newer turret-tagged-only behavior will be enabled.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3114 Mantis #3114].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$aspect bomb invulnerability fix:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs.  Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$glide decay requires thrust:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, gliding ships will maintain their current speed without decay as long as they aren&#039;t actively thrusting.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai can slow down when attacking big ships:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*When set, fighters attacking big ships will slow down depending on how long they&#039;ve been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it&#039;s been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use actual primary range:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$override radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, this value overrides the default distance for determining if a ship had reached a point in a model subsystem path. Useful to allow ships with high damp values to navigate subsystem paths when attacking a subsystem. Must be greater than or equal to 1. If &#039;&#039;&#039;&#039;&#039;$use POF radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set than this override value will only be used if the point in the subsystem path is less than 1 or invalid. &lt;br /&gt;
*5 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use POF radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, the distance for determining if a ship had reached a point in a model subsystem path will be the radius of that path point, not the default distance of 5.  &lt;br /&gt;
*Off by default. If this is set to YES and &#039;&#039;&#039;&#039;&#039;&#039;$override radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set to greater than or equal to 1, then the path point radius will be used. If the path point radius cannot be found or is less than 1 then override radius will be used if it is set to greater than or equal to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$lead indicator second-order prediction factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*This is a 0 to 1 multiplier of a factor to adjust the lead indicator to take into account a ship&#039;s rotational velocity as well as its velocity. This will directly affect autoaim, making it more accurate for turning enemies.&lt;br /&gt;
*This &#039;&#039;will&#039;&#039; make the lead indicator slightly jitterier in general, and does not properly take into account gliding. It is recommended to adjust the value to fit your situation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$no directional bias for missile and ship turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When enabled, this will cause ships and missiles to take direct turning paths to point at their target. This does not directly affect their turning time, but in many situations will result in more efficient paths and a better time-to-target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$respect ship axial turnrate differences:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will use the average of their pitch and heading turn times for their turn time on all axes. If this is enabled the ship will actually use the tabled values for each axis.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;&#039;&#039;:The AI will &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; take this into account when turning, it will always turn directly towards its target, even if it could bank and use a faster axis instead. Use this flag carefully, and make sure that their your ships have exactly the turn times you want for each axis.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$any ship with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on any ship to manage ETS for weapons and engines even if they do not have shields set to on. Do note that in Vanilla FS2, some capital ships can go much faster with this enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighters/bombers with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on fighters and bombers to manage ETS for weapons and engines even if they do have shields set to on.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ships playing dead don&#039;t manage ETS:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Prevents ships from managing their ETS is they are currently playing dead.  Managing ETS could lead to unexpected speed changes in ship-maneuver.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better combat collision avoidance for fightercraft:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while fighting, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===$better guard collision avoidance for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while guarding, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat guard avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better guarding collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===$firing requires exact los:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause turrets and AI weapons to only fire if they have a clear line of sight from their firing point to their target&#039;s ship&#039;s center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$exact los minimum detection radius:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*The minimum radius of objects that are considered for line-of-sight when using the &#039;&#039;$firing requires exact los:&#039;&#039; flag.  The default is 10.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved missile avoidance for fightercraft:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fighters/bombers will be much more effective at dodging missiles in general. Of note is that AI do not normally care about countermeasure effect range before dropping them (only distance less than 200m), with this flag, they will only drop them if within countermeasure range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI profile countermeasure chance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class profile countermeasure firing chance. By default Friendly ships always use the second value in &#039;&#039;&#039;$AI Countermeasure Firing Chance:&#039;&#039;&#039; from default AI profile. The older name of &amp;quot;$friendly ships use AI profile countermeasure chance:&amp;quot; also enables this flag. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved subsystem attack pathing:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fightercraft will use a somewhat more efficient and faster subsystem attack pathing method.&lt;br /&gt;
*Notably, this method &#039;&#039;does not&#039;&#039; use the path system. Using this flag, aside from docking and fighter bay paths, &#039;&#039;all other&#039;&#039; paths will be ignored and are no longer necessary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fixed ship-weapon collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Fixes an error in ship-weapon collisions which would occasionally cause them to not trigger when they should.&lt;br /&gt;
*Most obvious when projectiles would erroneously bypass a full shield quadrant and damage the hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI secondary range awareness:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Controls if the AI considers weapon range at all when selecting a secondary weapon to attempt to use. Currently available options are:&lt;br /&gt;
*&#039;RETAIL&#039;: The default. After performing filtering logic based on the target types and weapon flags, the AI will select the first valid secondary bank as its active one, regardless of range.&lt;br /&gt;
*&#039;AWARE&#039;: As retail, except that if a weapon is out of range it the AI will keep looking down the list to see if it has a weapon that is in range, and use that instead if it does. All other weapon selection and restriction logic still applies.}}&lt;br /&gt;
&lt;br /&gt;
===$no shield damage from ship collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Normally, the heavier ship in a collision will receive shield damage from the collision if it has one.&lt;br /&gt;
*This disables that, and causes all involved ships to only take hull damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$turret target recheck time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Defines the amount of time between target recalculation for turrets.&lt;br /&gt;
*Affects turret reaction time in all scenarios, acquiring a target from idle, re-affirming the current target, switching to a new target or even a new subsystem on the same target.&lt;br /&gt;
*Be aware setting this value too low can have an extreme performance impact. It is recommended to not set this below 30 ms.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*Default: 2000}}&lt;br /&gt;
&lt;br /&gt;
===$prevent negative turret ammo:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*By default, turrets with ammo would end up firing one extra shot, resulting in a -1 ammo. This flag corrects that behavior, so the ammo count is properly used. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix keep-safe-distance:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Allows any ship flying the keep-safe-distance behavior to turn toward its goal point. Without this flag, ships will fly into the distance in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI ignores aspect lock for leading:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*When off, AI fighters follows retail behavior of aiming directly at a target when using aspect lock missiles. When on AIs ignore this consideration and always lead their targets when attempting to aim at them.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: on}}&lt;br /&gt;
&lt;br /&gt;
===$fix good-rearm-time bug:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the &amp;quot;good rearm time&amp;quot; SEXP to correctly expire (revert to being a &amp;quot;bad rearm time&amp;quot;) at the end of the specified time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no continuous turn on attack:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Prevents an AI behavior where fighters/bombers will spin around for a second or two when they acquire a target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$remove-goal properly removes play-dead order:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes remove-goal to take the ship out of the play-dead AI mode when removing the play-dead goal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrivals not time limited:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes AI to always complete a bay arrival path, even if it takes longer than 10 seconds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use adjusted AI class autoscale:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes autoscaled AI classes to scale only based on the collection of autoscaled AI classes, not all AI classes.  This prevents autoscaled calculations from being skewed by the presence of non-autoscaled classes in the list.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$carry shield difficulty scaling bug:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Enables an erroneous behavior where player damage difficulty scaling is applied twice to damage from area blasts and shockwaves, greatly changing the effective difficulty scaling. This is a &#039;&#039;bug&#039;&#039; that should not be enabled, unless the mod was balanced during the time between 3.6.14 and 23.1 (mods [[Game_settings.tbl#.24Target_Version:|targeting within those versions]] automatically have this flag enabled).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows debris to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$asteroids affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows asteroids to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$dynamic goals afterburn hard:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Will cause all dynamic goals (such as a fighter defending itself, or a fighter chasing an attacker as part of a guard order) to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$player orders afterburn hard:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause all player orders to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use tactical disarm/disable:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Will cause disarm or disable orders issued by the hud squadmsg menu (i.e. player orders) to be &#039;tactical&#039; goals that do not cause the target to be protected from attack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use ai-form-on-wing-new:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Will cause form-on-wing orders issued by the hud squadmsg menu (i.e. player orders) to be the &#039;new&#039; variant that does not clear other goals assigned to the same ship/wing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$align to target when guarding stationary ship:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause ships to match the target&#039;s orientation when following a guard order, rather than facing directly away from the target which is the normal behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$rotation factor multiplier for player collisions:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Allows modders to have players experience rotational effects from collisions. This value is multiplied by the value of [https://wiki.hard-light.net/index.php/Ships.tbl#.2BRotation_Factor: $Collision Physics: +Rotation Factor:] in the ships table (which is specified for the ship class).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$fix avoid-shockwave bugs:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes a number of bugs affecting the behavior of AI ships trying to avoid ship or weapon shockwaves.  With this flag enabled, the AI will be aware of the correct homing position and impact position of the weapon being evaded, will check the correct ship for shockwave damage, and will properly update stale shockwave-avoidance data.  See PR 6378 for more details.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe used more:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets if the AI tries to always entry strafe mode when attacking large ships even if there are no hostile fighters nearby. By default the AI will only entry strafe mode if the speed is below &#039;$standard strafe triggers under this speed:&#039; and enemy fighters are nearby.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe triggers under this speed:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the velocity under which the AI checks if they should enter strafe mode when attacking large ships. Setting this value higher and enabling $standard strafe used more:&#039; will result in the AI strafing by continually moving, instead of parking next to a big ship and blasting it while not moving. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe distance from target bounding box:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the distance at which the AI flies away from their target&#039;s bounding box to attempt a strafing run when attacking large ships. Setting this value higher will result in ships doing fewer longer distance strafing runs.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe stops after time unhit:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the time duration of a strafing run when attacking a big ship if the attacking ship has not been hit. After this time elapses the AI will stop the current strafing run and loop back to logic of determining of whether or not to do another strafing run. Set higher to allow for longer duration strafing runs. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 20.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard uses big-orbit for target radius above:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the radius of a guardee ship that will trigger the guarder to use the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. This &#039;big guard&#039; mode differs from normal guard, where the AI will attempt to match the speed of the guardee if it is moving, and if it is stationary, it will fly somewhat randomly in circles around it.   &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 500.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard with big-orbit uses max speed percent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets maximum percent velocity of a guarder ship when it is using the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. By default, this value is 1.0, where the AI will fly around this cylindrical shape at full throttle. Value must be greater than 0 and less than or equal to 1. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI Shield Manage Delay:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class shield manage delay. By default, Friendly ships always use the second value in &#039;&#039;&#039;AI Shield Manage Delay:&#039;&#039;&#039; from default AI profile.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI shield management bug:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes an edge-case bug with shield management where the AI will not direct shield energy to a quadrant if it was hit when that quadrant was down. In other words, if a shield quadrant is knocked down to 0 and continues to be shot the AI will not realize it needs to direct energy to that quadrant. Enabling this flag allows the AI to properly recognize which quadrant is in danger and needs additional recharge. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI balances shields instead of directs when attacked:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO AI on ships that manage shields will direct shield energy to a quadrant that was recently hit. If this flag is enabled the AI will always balance shields instead, which can be useful depending on the situation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$disable AI transferring energy:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Prevents AI ships from transferring energy between weapons and shields. AI ships are allowed to attempt transferring energy by default, but some mods may disable this feature for the mod and wish to also ensure the AI does not use it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$enable freespace 1 style missile behavior:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Weapons.tbl#.22freespace_1_missile_behavior.22|Can be applied on a per-weapon basis]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS uses ship class power output:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Connects the &#039;&#039;&#039;$Power Output:&#039;&#039;&#039; field in a ship class entry to the ETS system.  The ship&#039;s power output will serve as a multiplier for ETS energy flowing to guns, shields, and engines, modifying their recharge rates accordingly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS energy same regardless of system presence:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Pro-rates available ETS energy according to the number of systems available.  Normally, for ships without a shield system, FreeSpace behaves as if all shield energy is redirected to guns and engines.  Consequently, weapons and afterburner will recharge faster, and a ship&#039;s default speed will be higher, than if shields were present.  When this flag is enabled, available ETS energy is scaled so that the rates are the same in both situations.&lt;br /&gt;
*This flag presents certain trade-offs.  On one hand, this flag avoids the possibly surprising behavior of ships performing, in shieldless engagements, better than one might expect from the table entry.  On the other hand, see the next bullet point.&lt;br /&gt;
*Modders should consider both the gameplay and story aspects of this flag.  From an in-universe perspective, enabling this flag means that, on a shieldless ship, the energy that would otherwise go to shields is expended without effect and is wasted.  Or, looking at it another way, it means that upgrading a ship to have a shield system also entails upgrading the reactor to deliver 50% more energy.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&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;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&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 Missiles 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,  1.333,0.5,  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;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&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:        0.1,  0.2,  0.35, 0.5,  0.6&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;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&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;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         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>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=66163</id>
		<title>Ai.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai.tbl&amp;diff=66163"/>
		<updated>2025-06-01T16:34:05Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add $AI balances shields instead of directs when attacked:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2018-06-29|9d907c9}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ai.tbl&#039;&#039;&#039; file defines the AI classes used in the game. This table is used to define each AI class with four abilities for each of the five difficulty levels.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aic.tbm&lt;br /&gt;
&lt;br /&gt;
==Required Elements==&lt;br /&gt;
===$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;
===+nocreate===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Optional&lt;br /&gt;
*Allows editing of the ai class entry without creating a new entry}}&lt;br /&gt;
&lt;br /&gt;
===$Accuracy:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*This element is now optional}}&lt;br /&gt;
*How accurately the ship fires its weapons. Value is used to scale the error in the AI aim. With repeated shots, AI aim will improve. Note that the AI is always 100% accurate when aiming for subsystems, according to Retail code.&lt;br /&gt;
*Value from 0.0 to 1.0&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Evasion:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*This element is now optional}}&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;
===$Courage:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*This element is now optional}}&lt;br /&gt;
*How likely the ship is to chance danger to accomplish goals. Basically the lower the value sooner the AI will start evading when attacked and its less likely to target turrets.&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, five comma separated &#039;&#039;&#039;floats&#039;&#039;&#039;, one for each difficulty, very easy, easy, moderate, hard, insane difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
===$Patience:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*This element is now optional}}&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;
{{Table38|&lt;br /&gt;
* $ai can slow down when attacking big ships:&lt;br /&gt;
}}&lt;br /&gt;
{{Table382|&lt;br /&gt;
* $use actual primary range:&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*$AI balances shields instead of directs when attacked:&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>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=66162</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=66162"/>
		<updated>2025-06-01T16:31:41Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add new shield flags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-12|72a11fd542671e849042a2e8de0f090e5cbdae0d}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ai_profiles.tbl&#039;&#039;&#039; 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;
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the &amp;quot;FS2 RETAIL&amp;quot; AI profile. It&#039;s usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.&lt;br /&gt;
&lt;br /&gt;
{{Table232| This table can also be called &#039;&#039;&#039;mission_profiles.tbl&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
{{Table232| Can also be extended with &#039;&#039;&#039;xxx-msp.tbm&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;reset last_hit_target_time for player hits&#039;&#039;&#039;}}&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;fix ramming stationary targets bug&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;huge turret weapons ignore bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix linked primary weapon decision bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent turrets targeting too distant bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix heat seekers homing on stealth ships bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;allow vertical dodge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai class bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ai guards specific ship in wing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai path order bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;aspect bomb invulnerability fix&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;use actual primary range&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fighters/bombers with no shields can manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;fixed ship-weapon collisions&#039;&#039;&#039;}}&lt;br /&gt;
{{Table220|&lt;br /&gt;
*&#039;&#039;&#039;fighterbay arrivals use carrier orientation&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent negative turret ammo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix keep-safe-distance&#039;&#039;&#039;}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;fix good-rearm-time bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;no continuous turn on attack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;remove-goal properly removes play-dead order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;ships playing dead don&#039;t manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table234|&lt;br /&gt;
*&#039;&#039;&#039;hud squad messages use tactical disarm/disable&#039;&#039;&#039;}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;debris damage respects &#039;big damage&#039; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;force beam turrets to use normal fov&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;guards ignore protected attackers&#039;&#039;&#039;}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;fix avoid-shockwave bugs&#039;&#039;&#039;}}&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 &#039;&#039;&#039;FS2 Retail&#039;&#039;&#039;, 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;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Friendly Fire Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly weapon fire, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Self Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by self-hits, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&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;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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 Missiles 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;
*Note: The alternative spelling &amp;quot;Missles&amp;quot; is also accepted for backwards compatibility reasons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*This number is also checked when a ship checks for a new target, such as using the goal attack-any. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$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;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the time after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI&#039;s aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&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: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&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;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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 for an AI to hesitate about firing a secondary or homing turret weapon at the player. Values range from 0-6, at 0 they will frequently hesitate, at 6 they will never hesitate.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4&lt;br /&gt;
* Mechanic details: AIs are only allowed to fire homing secondaries or turrets with homing weapons at the player in a limited window of time. The window starts every ten seconds, and lasts (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) 7ths of that ten second cycle. Each ship has it&#039;s own cycle, so their windows are not all synchronized.&lt;br /&gt;
* Example: a value of 1 becomes 2/7ths, so ships can fire homing weapons at the player for roughly 2.85 seconds at a time, then are unable to fire them for 7.15 seconds.&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;
===$free afterburner use:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*If set, the AI will use afterburners in more situations.}}&lt;br /&gt;
&lt;br /&gt;
===$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 1.1 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;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$check communications for non-player ships:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, every ship will have the same communications subsystem restrictions as the player, including minimum strength to send messages and EMP scramble status.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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 *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable player secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, players are not allowed to dual-fire their secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$disable ai secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, AIs are not allowed to dual-fire their secondaries.}}&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;
===$fix ramming stationary targets bug:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, AI ships will try not to crash into stationary targets.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3147 Mantis #3147].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, ships that are on different teams and ships that are outside the player&#039;s squadron will be allowed to send death screams.  Additionally, the game will no longer cap a maximum number of screams per mission.  (This flag originated as a customization of message behavior for the Wing Commander Saga mod.)&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform less checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22fov_edge_checks.22|&amp;quot;fov edge checks&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22target_requires_fov.22|&amp;quot;target requires fov&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Normally, 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 flag to YES to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES; to get rid of retail behavior you would specify NO. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Default: NO.&lt;br /&gt;
* When no, when any secondary encounters any beam it is instantly destroyed regardless of if it is marked as interceptable, has a health value, or any other circumstance that would normally apply to interception by other weapons.&lt;br /&gt;
* When true, damage and health values are respected in these circumstances. Secondaries without hitpoints are still destroyed, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*By default, an aspect seeker that&#039;s been decoyed by a CM just flies straight forward, while a heatseeker in the same position will actively home in on the CM.  This flag makes aspect seekers match heatseeker behavior in this regard.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$support don&#039;t add primaries:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, the support ship will not equip a new primary weapon into an empty bank.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay arrivals use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships arriving via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they exit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay departures use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships departing via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they enter.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris damage respects &#039;big damage&#039; flag:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Causes damage inflicted by debris to be limited by the &#039;big damage&#039; flag in the same way as damage inflicted by weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t limit change in speed due to physics whack:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the speed change due to physics whacks (collision, shockwave, etc.) is unlimited.  Without this flag, the speed change will be capped at 440 m/s if it exceeds 500 m/s.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$guards ignore protected attackers:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the AI will not guard against ships that have the &amp;quot;protect-ship&amp;quot; flag.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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 lose its mind 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;
===$default weapon select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$no warp camera:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, prevents the view from switching to the external camera when the player warps out.&lt;br /&gt;
*Note: this flag is deprecated and may get moved to another table without further notice.}}&lt;br /&gt;
&lt;br /&gt;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$strict turret-tagged-only targeting:===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*When set, newer turret-tagged-only behavior will be enabled.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3114 Mantis #3114].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$aspect bomb invulnerability fix:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs.  Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$glide decay requires thrust:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, gliding ships will maintain their current speed without decay as long as they aren&#039;t actively thrusting.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai can slow down when attacking big ships:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*When set, fighters attacking big ships will slow down depending on how long they&#039;ve been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it&#039;s been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use actual primary range:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$override radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, this value overrides the default distance for determining if a ship had reached a point in a model subsystem path. Useful to allow ships with high damp values to navigate subsystem paths when attacking a subsystem. Must be greater than or equal to 1. If &#039;&#039;&#039;&#039;&#039;$use POF radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set than this override value will only be used if the point in the subsystem path is less than 1 or invalid. &lt;br /&gt;
*5 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use POF radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, the distance for determining if a ship had reached a point in a model subsystem path will be the radius of that path point, not the default distance of 5.  &lt;br /&gt;
*Off by default. If this is set to YES and &#039;&#039;&#039;&#039;&#039;&#039;$override radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set to greater than or equal to 1, then the path point radius will be used. If the path point radius cannot be found or is less than 1 then override radius will be used if it is set to greater than or equal to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$lead indicator second-order prediction factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*This is a 0 to 1 multiplier of a factor to adjust the lead indicator to take into account a ship&#039;s rotational velocity as well as its velocity. This will directly affect autoaim, making it more accurate for turning enemies.&lt;br /&gt;
*This &#039;&#039;will&#039;&#039; make the lead indicator slightly jitterier in general, and does not properly take into account gliding. It is recommended to adjust the value to fit your situation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$no directional bias for missile and ship turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When enabled, this will cause ships and missiles to take direct turning paths to point at their target. This does not directly affect their turning time, but in many situations will result in more efficient paths and a better time-to-target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$respect ship axial turnrate differences:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will use the average of their pitch and heading turn times for their turn time on all axes. If this is enabled the ship will actually use the tabled values for each axis.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;&#039;&#039;:The AI will &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; take this into account when turning, it will always turn directly towards its target, even if it could bank and use a faster axis instead. Use this flag carefully, and make sure that their your ships have exactly the turn times you want for each axis.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$any ship with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on any ship to manage ETS for weapons and engines even if they do not have shields set to on. Do note that in Vanilla FS2, some capital ships can go much faster with this enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighters/bombers with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on fighters and bombers to manage ETS for weapons and engines even if they do have shields set to on.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ships playing dead don&#039;t manage ETS:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Prevents ships from managing their ETS is they are currently playing dead.  Managing ETS could lead to unexpected speed changes in ship-maneuver.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better combat collision avoidance for fightercraft:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while fighting, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===$better guard collision avoidance for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while guarding, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat guard avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better guarding collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===$firing requires exact los:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause turrets and AI weapons to only fire if they have a clear line of sight from their firing point to their target&#039;s ship&#039;s center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$exact los minimum detection radius:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*The minimum radius of objects that are considered for line-of-sight when using the &#039;&#039;$firing requires exact los:&#039;&#039; flag.  The default is 10.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved missile avoidance for fightercraft:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fighters/bombers will be much more effective at dodging missiles in general. Of note is that AI do not normally care about countermeasure effect range before dropping them (only distance less than 200m), with this flag, they will only drop them if within countermeasure range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI profile countermeasure chance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class profile countermeasure firing chance. By default Friendly ships always use the second value in &#039;&#039;&#039;$AI Countermeasure Firing Chance:&#039;&#039;&#039; from default AI profile. The older name of &amp;quot;$friendly ships use AI profile countermeasure chance:&amp;quot; also enables this flag. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved subsystem attack pathing:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fightercraft will use a somewhat more efficient and faster subsystem attack pathing method.&lt;br /&gt;
*Notably, this method &#039;&#039;does not&#039;&#039; use the path system. Using this flag, aside from docking and fighter bay paths, &#039;&#039;all other&#039;&#039; paths will be ignored and are no longer necessary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fixed ship-weapon collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Fixes an error in ship-weapon collisions which would occasionally cause them to not trigger when they should.&lt;br /&gt;
*Most obvious when projectiles would erroneously bypass a full shield quadrant and damage the hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI secondary range awareness:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Controls if the AI considers weapon range at all when selecting a secondary weapon to attempt to use. Currently available options are:&lt;br /&gt;
*&#039;RETAIL&#039;: The default. After performing filtering logic based on the target types and weapon flags, the AI will select the first valid secondary bank as its active one, regardless of range.&lt;br /&gt;
*&#039;AWARE&#039;: As retail, except that if a weapon is out of range it the AI will keep looking down the list to see if it has a weapon that is in range, and use that instead if it does. All other weapon selection and restriction logic still applies.}}&lt;br /&gt;
&lt;br /&gt;
===$no shield damage from ship collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Normally, the heavier ship in a collision will receive shield damage from the collision if it has one.&lt;br /&gt;
*This disables that, and causes all involved ships to only take hull damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$turret target recheck time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Defines the amount of time between target recalculation for turrets.&lt;br /&gt;
*Affects turret reaction time in all scenarios, acquiring a target from idle, re-affirming the current target, switching to a new target or even a new subsystem on the same target.&lt;br /&gt;
*Be aware setting this value too low can have an extreme performance impact. It is recommended to not set this below 30 ms.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*Default: 2000}}&lt;br /&gt;
&lt;br /&gt;
===$prevent negative turret ammo:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*By default, turrets with ammo would end up firing one extra shot, resulting in a -1 ammo. This flag corrects that behavior, so the ammo count is properly used. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix keep-safe-distance:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Allows any ship flying the keep-safe-distance behavior to turn toward its goal point. Without this flag, ships will fly into the distance in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI ignores aspect lock for leading:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*When off, AI fighters follows retail behavior of aiming directly at a target when using aspect lock missiles. When on AIs ignore this consideration and always lead their targets when attempting to aim at them.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: on}}&lt;br /&gt;
&lt;br /&gt;
===$fix good-rearm-time bug:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the &amp;quot;good rearm time&amp;quot; SEXP to correctly expire (revert to being a &amp;quot;bad rearm time&amp;quot;) at the end of the specified time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no continuous turn on attack:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Prevents an AI behavior where fighters/bombers will spin around for a second or two when they acquire a target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$remove-goal properly removes play-dead order:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes remove-goal to take the ship out of the play-dead AI mode when removing the play-dead goal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrivals not time limited:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes AI to always complete a bay arrival path, even if it takes longer than 10 seconds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use adjusted AI class autoscale:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes autoscaled AI classes to scale only based on the collection of autoscaled AI classes, not all AI classes.  This prevents autoscaled calculations from being skewed by the presence of non-autoscaled classes in the list.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$carry shield difficulty scaling bug:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Enables an erroneous behavior where player damage difficulty scaling is applied twice to damage from area blasts and shockwaves, greatly changing the effective difficulty scaling. This is a &#039;&#039;bug&#039;&#039; that should not be enabled, unless the mod was balanced during the time between 3.6.14 and 23.1 (mods [[Game_settings.tbl#.24Target_Version:|targeting within those versions]] automatically have this flag enabled).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows debris to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$asteroids affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows asteroids to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$dynamic goals afterburn hard:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Will cause all dynamic goals (such as a fighter defending itself, or a fighter chasing an attacker as part of a guard order) to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$player orders afterburn hard:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause all player orders to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use tactical disarm/disable:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Will cause disarm or disable orders issued by the hud squadmsg menu (i.e. player orders) to be &#039;tactical&#039; goals that do not cause the target to be protected from attack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use ai-form-on-wing-new:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Will cause form-on-wing orders issued by the hud squadmsg menu (i.e. player orders) to be the &#039;new&#039; variant that does not clear other goals assigned to the same ship/wing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$align to target when guarding stationary ship:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause ships to match the target&#039;s orientation when following a guard order, rather than facing directly away from the target which is the normal behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$rotation factor multiplier for player collisions:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Allows modders to have players experience rotational effects from collisions. This value is multiplied by the value of [https://wiki.hard-light.net/index.php/Ships.tbl#.2BRotation_Factor: $Collision Physics: +Rotation Factor:] in the ships table (which is specified for the ship class).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$fix avoid-shockwave bugs:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes a number of bugs affecting the behavior of AI ships trying to avoid ship or weapon shockwaves.  With this flag enabled, the AI will be aware of the correct homing position and impact position of the weapon being evaded, will check the correct ship for shockwave damage, and will properly update stale shockwave-avoidance data.  See PR 6378 for more details.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe used more:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets if the AI tries to always entry strafe mode when attacking large ships even if there are no hostile fighters nearby. By default the AI will only entry strafe mode if the speed is below &#039;$standard strafe triggers under this speed:&#039; and enemy fighters are nearby.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe triggers under this speed:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the velocity under which the AI checks if they should enter strafe mode when attacking large ships. Setting this value higher and enabling $standard strafe used more:&#039; will result in the AI strafing by continually moving, instead of parking next to a big ship and blasting it while not moving. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe distance from target bounding box:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the distance at which the AI flies away from their target&#039;s bounding box to attempt a strafing run when attacking large ships. Setting this value higher will result in ships doing fewer longer distance strafing runs.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe stops after time unhit:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the time duration of a strafing run when attacking a big ship if the attacking ship has not been hit. After this time elapses the AI will stop the current strafing run and loop back to logic of determining of whether or not to do another strafing run. Set higher to allow for longer duration strafing runs. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 20.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard uses big-orbit for target radius above:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the radius of a guardee ship that will trigger the guarder to use the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. This &#039;big guard&#039; mode differs from normal guard, where the AI will attempt to match the speed of the guardee if it is moving, and if it is stationary, it will fly somewhat randomly in circles around it.   &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 500.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard with big-orbit uses max speed percent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets maximum percent velocity of a guarder ship when it is using the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. By default, this value is 1.0, where the AI will fly around this cylindrical shape at full throttle. Value must be greater than 0 and less than or equal to 1. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI Shield Manage Delay:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class shield manage delay. By default, Friendly ships always use the second value in &#039;&#039;&#039;AI Shield Manage Delay:&#039;&#039;&#039; from default AI profile.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$disable AI transferring energy:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Prevents AI ships from transferring energy between weapons and shields. AI ships are allowed to attempt transferring energy by default, but some mods may disable this feature for the mod and wish to also ensure the AI does not use it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$enable freespace 1 style missile behavior:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Weapons.tbl#.22freespace_1_missile_behavior.22|Can be applied on a per-weapon basis]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS uses ship class power output:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Connects the &#039;&#039;&#039;$Power Output:&#039;&#039;&#039; field in a ship class entry to the ETS system.  The ship&#039;s power output will serve as a multiplier for ETS energy flowing to guns, shields, and engines, modifying their recharge rates accordingly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ETS energy same regardless of system presence:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Pro-rates available ETS energy according to the number of systems available.  Normally, for ships without a shield system, FreeSpace behaves as if all shield energy is redirected to guns and engines.  Consequently, weapons and afterburner will recharge faster, and a ship&#039;s default speed will be higher, than if shields were present.  When this flag is enabled, available ETS energy is scaled so that the rates are the same in both situations.&lt;br /&gt;
*This flag presents certain trade-offs.  On one hand, this flag avoids the possibly surprising behavior of ships performing, in shieldless engagements, better than one might expect from the table entry.  On the other hand, see the next bullet point.&lt;br /&gt;
*Modders should consider both the gameplay and story aspects of this flag.  From an in-universe perspective, enabling this flag means that, on a shieldless ship, the energy that would otherwise go to shields is expended without effect and is wasted.  Or, looking at it another way, it means that upgrading a ship to have a shield system also entails upgrading the reactor to deliver 50% more energy.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI shield management bug:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes an edge-case bug with shield management where the AI will not direct shield energy to a quadrant if it was hit when that quadrant was down. In other words, if a shield quadrant is knocked down to 0 and continues to be shot the AI will not realize it needs to direct energy to that quadrant. Enabling this flag allows the AI to properly recognize which quadrant is in danger and needs additional recharge. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI balances shields instead of directs when attacked:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO AI on ships that manage shields will direct shield energy to a quadrant that was recently hit. If this flag is enabled the AI will always balance shields instead, which can be useful depending on the situation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&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 Missiles 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,  1.333,0.5,  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;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&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:        0.1,  0.2,  0.35, 0.5,  0.6&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;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&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;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         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>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=66161</id>
		<title>Fate of the Galaxy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=66161"/>
		<updated>2025-05-27T12:20:21Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: tune disclaimer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{fotg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fate of the Galaxy&#039;&#039;&#039; (FotG) is a free total conversion set in the &#039;&#039;[https://en.wikipedia.org/wiki/Star_Wars Star Wars]&#039;&#039; Original Trilogy.  Developed using the open-source FreeSpace 2 Open (FSO) game engine, the project will be released as a standalone (the game FreeSpace 2 is not required).  An active [https://fate-of-the-galaxy.github.io/ website], [https://www.hard-light.net/forums/index.php?board=143.0 forum] and [https://discord.gg/k7ZMdmt Discord Channel] are also maintained. As a disclaimer, Fate of the Galaxy is a total conversion for FreeSpace Open developed by a team of fan volunteers, it is not associated with Lucasfilm Ltd or Disney and is not an official Star Wars product&lt;br /&gt;
&lt;br /&gt;
==Developers==&lt;br /&gt;
*&#039;&#039;&#039;chief1983:&#039;&#039;&#039; Project Lead&lt;br /&gt;
*&#039;&#039;&#039;Brand-X:&#039;&#039;&#039; Senior Artist and Content Moderator&lt;br /&gt;
*&#039;&#039;&#039;TopAce:&#039;&#039;&#039; Mission Design&lt;br /&gt;
*&#039;&#039;&#039;swashmebuckle:&#039;&#039;&#039; Music Composer, Writer&lt;br /&gt;
*&#039;&#039;&#039;zookeeper:&#039;&#039;&#039; Model Conversion, Artist, Scripting&lt;br /&gt;
*&#039;&#039;&#039;CountBuggula:&#039;&#039;&#039; Webmaster, Communications&lt;br /&gt;
*&#039;&#039;&#039;niffiwan:&#039;&#039;&#039; Coder&lt;br /&gt;
*&#039;&#039;&#039;wookieejedi:&#039;&#039;&#039; Mission Design, Scripting, Beta Management&lt;br /&gt;
*&#039;&#039;&#039;Limbert:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
*&#039;&#039;&#039;bobbtmann:&#039;&#039;&#039; Senior Contributor&lt;br /&gt;
*&#039;&#039;&#039;Dark Visor:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Full list of contributors is present in Credits screen of the game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In &#039;&#039;Fate of the Galaxy&#039;&#039; the player takes the role of a starfighter pilot through a series of missions and campaigns.  The game is primarily played through the perspective of single-manned craft. There are no plans currently for player-control of capital ships, though certain player craft do allow for AI gunners.  Current missions are set in space, including in asteroid fields, nebulas, and above planets.  A multiplayer mode is also available to play and works well at low pings (~&amp;lt;100 ms).  Standalone instances of the game are maintained, which allows players to easily join a server and play with friends. &lt;br /&gt;
&lt;br /&gt;
The player will choose to play as a pilot for the Rebel Alliance, the Galactic Empire, or as an independent neutral adventurer/privateer.   All factions have their own unique ships to control.&lt;br /&gt;
&lt;br /&gt;
===Authenticity===&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; strives to recreate combat as close to as seen in the Original Trilogy of &#039;&#039;Star Wars&#039;&#039;, during scenes such as the [https://starwars.fandom.com/wiki/Battle_of_Endor/Legends Battle of Endor] and the [https://starwars.fandom.com/wiki/Battle_of_Yavin Battle of Yavin].  To achieve this, the members of the development team have extensively analyzed individual movements and moments within these scenes to determine a baseline for such game concepts as damage, speed, and maneuverability.  Each fighter will stay as close as possible to its canonical statistics stated in various sources, but the final authority is the Original Trilogy movies themselves.   Thus, many attributes may be contrary to other published materials due to their divergence from the Original Trilogy.  In addition, visuals have been tuned to match the aesthetic of the Original Trilogy movies. &lt;br /&gt;
&lt;br /&gt;
Given this focus on movie authenticity, the gameplay differs from that present in the default FreeSpace 2 universe.  Ships will be much faster and combat quicker paced, with a larger focus on avoiding damage rather than absorbing it.  Several coding features have been completed to create a new, unique style of combat.&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
The game includes multiple ships unique to each faction, with some designs being shared when appropriate.  Each faction&#039;s fighters and capital ships have unique strengths, which presents different gameplay styles for each side.&lt;br /&gt;
&lt;br /&gt;
===Alliance to Restore the Republic/New Republic===&lt;br /&gt;
[[Image:NuX.png|thumb|The X-wing Starfighter, main fighter of the Rebel Alliance]]&lt;br /&gt;
The Alliance to Restore the Republic and New Republic maintain a focus on versatile and durable starfighters and small, fast capital ships.  Most of the Rebel fighters are equipped with secondary missile weapons such as concussion missiles or proton torpedoes.  Rebel players will, in most cases, be unable to outmaneuver their Imperial counterparts and will rely on their superior durability and weapon complement, as well as teamwork to engage the enemy.  Rebel capital ships are smaller than their Imperial counterparts, with each having diverse strengths due to their construction by various manufacturers.  Rebel Mon Calamari Cruisers are noted for their incredible shield regeneration rates, while Corellian Corvettes are known for their speed.&lt;br /&gt;
&lt;br /&gt;
The following Rebel/New Republic craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/X-wing_starfighter T-65 X-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL_Y-wing_starfighter BTL-A4 Y-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL-A4_LP_%22Longprobe%22 BTL-LP Longprobe Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/RZ-1_A-wing_interceptor RZ-1 A-wing Interceptor]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/A/SF-01_B-wing_starfighter A/SF-01 B-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/E-wing_escort_starfighter E-wing Escort Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/UT-60D_U-wing_starfighter/support_craft UT-60D U-wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Millennium_Falcon Millennium Falcon]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GR-75_medium_transport GR-75 Medium Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CR90_corvette Corellian CR90 Corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/EF76_Nebulon-B_escort_frigate EF76 Nebulon-B Escort Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC30C_frigate MC30 Heavy Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC40a_light_cruiser MC40 Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Liberty_type_Star_Cruiser &#039;&#039;Liberty&#039;&#039;-class Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Home_One_type_Star_Cruiser &#039;&#039;Home One&#039;&#039;-class Star Cruiser]&lt;br /&gt;
&lt;br /&gt;
===Galactic Empire===&lt;br /&gt;
[[Image:NuRTIE03.jpg|thumb|The TIE/ln Starfighter, main fighter of the Galactic Empire]]&lt;br /&gt;
The Galactic Empire&#039;s main strategy for fighters revolves around the concept of numerical advantage.   Imperial TIEs usually lack shields and durability, but have very potent weaponry and great maneuverability to counter this weakness.  Most Imperial fighters also forego any sort of missile secondary weapons and focus entirely on their lasers for offensive armament.  Imperial capital ships are much larger than those of the Rebels, and focus on heavy offensive weaponry and great hull durability.&lt;br /&gt;
&lt;br /&gt;
The following Imperial craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/LN_starfighter T.I.E. Starfighter &amp;amp; TIE/ln Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Reconnaissance_Fighter TIE/rc Recon Fighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/IN_interceptor/Legends TIE/In Interceptor Mark I and Mark II]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sa_bomber TIE/sa Bomber]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Advanced_x1 TIE Advanced x1]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/V38_assault_fighter V38 Assault Fighter]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sh_shuttle TIE/sh Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-class_Xg-1_Star_Wing Xg-1 Star Wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Delta-class_DX-9_stormtrooper_transport DX-9 Stormtrooper Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Lambda-class_T-4a_shuttle Lambda-class T-4a Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Zeta-class_Heavy_Cargo_Shuttle Zeta-class Heavy Cargo Shuttle]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Carrack-class_light_cruiser &#039;&#039;Carrack&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Arquitens-class_light_cruiser &#039;&#039;Arquitens&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Strike-class_medium_cruiser &#039;&#039;Strike&#039;&#039;-class Medium Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Vindicator-class_heavy_cruiser &#039;&#039;Vindicator&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Interdictor_vessel &#039;&#039;Interdictor&#039;&#039;-class Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Imperial_II-class_Star_Destroyer &#039;&#039;Imperator II&#039;&#039;-class Star Destroyer]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Golan_space_defense_platform Golan M-series Dockyard Platforms]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Shield_Gate Golan M-3185 Shield Gate Station]&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
There are multiple factions in the Star Wars galaxy which use many craft that are not produced for the Galactic Empire or the Rebel Alliance.  These craft vary in characteristics and are used throughout the galaxy in various roles. &lt;br /&gt;
&lt;br /&gt;
The following Neutral craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Z-95_Headhunter Z-95 Headhunter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CloakShape_fighter/Legends Cloakshape Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/N-1_starfighter N-1 Naboo Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-3_Nimbus-class_V-wing_starfighter Alpha-3 Nimbus-class V-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Aggressive_ReConnaissance-170_starfighter/Legends ARC-170 Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Ugly/Legends Various Uglies]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Firespray-31-class_patrol_and_attack_craft Firespray-31-class Gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Slave_I Slave I]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/YT-1300_light_freighter YT-1300 Light Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BFF-1_bulk_freighter BFF-1 Bulk Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Tug DV-3 Cargo Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Action_VI_transport Action VI Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Transport Rayter-class Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CSS-1_Corellian_Star_Shuttle Star Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/StarSpeeder_1000 Star Speeder]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GAT-12_Skipray_Blastboat GAT-10 Skipray Blastboat]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Consular-class_cruiser_(Charger_c70_retrofit) Corellian CR70 Corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Braha&#039;tok-class_gunship Braha&#039;tok-class gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Marauder-class_corvette Marauder-class corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Dreadnaught-class_heavy_cruiser &#039;&#039;Dreadnaught&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/XQ_Platform_series XQ1 and XQ2 Stations]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Asteroid_base Asteroid Base Station]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Repair_droid Dockyard Repair Droids]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Satellite/Legends Sensor and Defense Satellites]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Space_mine Space Mines]&lt;br /&gt;
&lt;br /&gt;
==Missions and Campaigns==&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; comes with a high level of single-player content.  These include multiple campaigns, standalone missions, and the ability to create missions using the FSO mission editor FRED2.  Multiplayer servers are also maintained and available to play on with friends. &lt;br /&gt;
&lt;br /&gt;
The first three campaigns narrate three interconnected stories set at the beginning of the Galactic Civil War.  Each of these three campaigns consists of about 5 missions, thus designers put high emphasis on quality mission design and high replayability.  The player&#039;s performance throughout the campaign will affect how later missions play out.  For example, the Alliance campaign will pit a ragtag Rebel task force against a dreaded &#039;&#039;Imperial&#039;&#039;-class Star Destroyer in the early stages of the Rebellion, and the player&#039;s performance throughout the campaign has a major impact on this encounter&#039;s difficulty.  The best possible outcome is hard to achieve, thus a number of playthroughs will be required.&lt;br /&gt;
&lt;br /&gt;
Players receive different types of training in different campaigns.  The Alliance mini-campaign starts with a basic training mission that teaches the basics to new players along with gameplay features that are unique to &#039;&#039;Fate of the Galaxy&#039;&#039;&#039;.  The Imperial mini-campaign starts with an advanced training.&lt;br /&gt;
&lt;br /&gt;
Standalone missions are also included in the first release.  Many of them are serious, story-driven missions, but there will also be arcade-like &amp;quot;challenge&amp;quot; missions in which the player must accomplish a wide variety of objectives, such as surviving two minutes within a &#039;&#039;Strike&#039;&#039;-class cruiser&#039;s firing range.  There will also be a Practice Zone mission, where the player can test flying any of the small craft and actively spawn in any craft in the mission as a hostile or friendly to practice combat.&lt;br /&gt;
&lt;br /&gt;
Three additional campaigns are being worked on and will be available when the game is released to the public, but specific details remain under embargo until public launch.  This large component is code-named Project Alderaan.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
[[Image:Ewingmaps.jpg|thumb|The progression of model work shown on an E-wing Starfighter, from Model (Right) to Normal Maps (Center) and Diffuse Texture (Left).   Note that this model will not be used.]]&lt;br /&gt;
Fate of the Galaxy picks up after a number of previous attempts to create a &#039;&#039;Star Wars&#039;&#039; mod for FreeSpace.  For several years the &amp;quot;Star Wars Conversion Project&amp;quot; was worked on by various teams and developers, but without any releases.  &lt;br /&gt;
&lt;br /&gt;
In early 2007, chief1983 took over as project leader, and began to assemble a new team of developers.   Choosing the name &#039;&#039;Fate of the Galaxy&#039;&#039;, the initial team consisted of chief1983, Brand-X as a modeler and Turambar as a texturer.  The initial plan put forward was to use the models and textures that had been completed by previous teams.  Soon after the reformation of the mod team, however, it was decided that all new art assets were needed to compete with the high graphical standards of the newer models, and all previously completed ships were discarded.&lt;br /&gt;
&lt;br /&gt;
Work continued on ship models and textures through the next year and a half, as new staff members were added to the development team.   In May of 2008, work began on implementing the new ship models into the game and work began on redesigning the feel and pace of the FreeSpace 2 Open engine.   Work still continued on the models needed for a campaign and demo release.  &lt;br /&gt;
&lt;br /&gt;
In early January of 2009, Brand-X experienced a hard drive failure which destroyed all previous models of his, setting the team&#039;s art department back significantly.   Since then, work has progressed on recreating these models to even higher quality standards.&lt;br /&gt;
&lt;br /&gt;
On June 4th, 2009, the first in-game screenshot of the X-wing starfighter was made public at the [http://www.moddb.com/games/fate-of-the-galaxy/images/x-wing-in-game-shots2#imagebox ModDB site] and at the official FotG [https://www.hard-light.net/forums/index.php?board=143.0 forums].  The first three campaigns, which are set at the beginning of the Galactic Civil War, were eventually completed, and worked then moved to standalone missions and three additional campaigns code-named Project Alderaan. &lt;br /&gt;
&lt;br /&gt;
In December of 2018 the team began the first phases of private beta testing. In June of 2022, the private beta tests were stated as nearly concluded.&lt;br /&gt;
&lt;br /&gt;
In May of 2019 the [https://www.youtube.com/watch?v=ler20EdjAfs&amp;amp;list=LLW8-wdcPLv0eT913KIi9_mw&amp;amp;index=2&amp;amp;t=0s teaser trailer] was posted.&lt;br /&gt;
&lt;br /&gt;
Throughout 2020-2022 developmental showcases have consisted of forum updates and gameplay streams on Discord.&lt;br /&gt;
&lt;br /&gt;
In June of 2022, multiplayer was confirmed to be working well, and standalone servers were created. &lt;br /&gt;
&lt;br /&gt;
From 2023-2024, the game underwent extensive balance and optimization testing in preparation for the public release. &lt;br /&gt;
&lt;br /&gt;
For the duration of 2025, additional polishing passes were conducted and continue to be refined. &lt;br /&gt;
&lt;br /&gt;
===Newsletter===&lt;br /&gt;
Newsletters are posted on a quarterly basis on the [https://www.hard-light.net/forums/index.php?board=143.0 Fate of the Galaxy Forums].  Also, the majority of the unofficial development chatter occurs on the Fate of the Galaxy Discord channel [https://discord.gg/k7ZMdmt].&lt;br /&gt;
&lt;br /&gt;
The most recent [https://www.hard-light.net/forums/index.php?topic=99253.0] was released in May 2024.  This update highlights new ship additions, MainHall updates, many other enhancements, and numerous fixes and minor updates.&lt;br /&gt;
&lt;br /&gt;
For reference, the [http://www.hard-light.net/forums/index.php/topic,54217.0.html first newsletter] was posted on June 1st, 2008.&lt;br /&gt;
&lt;br /&gt;
===First Release===&lt;br /&gt;
The first open beta of &#039;&#039;Fate of the Galaxy&#039;&#039; was originally planned to be released sometime late-2008 or early 2009.   However, with the art setback, the release has been pushed back.  Subsequent additions and developments then lead the team to decide to release the game as a more polished 1.0 version.  A date has not been decided yet, but the first three campaigns are done and relatively independent compared to the larger subsequent 3 campaigns.&lt;br /&gt;
&lt;br /&gt;
Recent years have shown considerable progress on the project, including a release of a private beta and addition of multiple ships and integrating new features that were recently added to the FSO engine (such as deferred and shadow lighting for cockpits, optimizations, and advanced scripting controls). &lt;br /&gt;
&lt;br /&gt;
In the most recent communications on Discord, co-community manager wookieejedi posted: &amp;quot;&#039;&#039;We are getting extremely close to releasing FotG publicly--one of the largest remaining milestones is having FSO release 25.0 stable (which is ideally not far away). We simply can’t wait to share the game with you all once those milestones are completed.&#039;&#039;&amp;quot; (May 4th, 2025)&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===Ship Lab shots===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Bwing.jpg&lt;br /&gt;
Image:Falcon2.jpg&lt;br /&gt;
Image:Xwing.jpg&lt;br /&gt;
Image:Ywing2.jpg&lt;br /&gt;
Image:Z95.jpg |&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Renders===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:FalconWallpaper.png&lt;br /&gt;
Image:TBrender.png&lt;br /&gt;
Image:TransportFinal.jpg&lt;br /&gt;
Image:Wallpaper.1-1280.png&lt;br /&gt;
Image:Wallpaper.2-1280.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[http://swc.hard-light.net/ Official Website]&lt;br /&gt;
*[https://discord.gg/k7ZMdmt Fate of the Galaxy Discord Server]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?board=143.0 Official Forum]&lt;br /&gt;
*[https://www.moddb.com/games/fate-of-the-galaxy Fate of the Galaxy on ModDB]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=66160</id>
		<title>Fate of the Galaxy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=66160"/>
		<updated>2025-05-26T16:31:58Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: reduce intro repetition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{fotg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fate of the Galaxy&#039;&#039;&#039; (FotG) is a free total conversion set in the &#039;&#039;[https://en.wikipedia.org/wiki/Star_Wars Star Wars]&#039;&#039; Original Trilogy.  Developed using the open-source FreeSpace 2 Open (FSO) game engine, the project will be released as a standalone (the game FreeSpace 2 is not required).  An active [https://fate-of-the-galaxy.github.io/ website], [https://www.hard-light.net/forums/index.php?board=143.0 forum] and [https://discord.gg/k7ZMdmt Discord Channel] are also maintained. As a disclaimer, Fate of the Galaxy is a total conversion project created solely by fan volunteers using the open-source FSO game engine. The team does not accept donations of any kind and are not associated with LucasFilm in any way.&lt;br /&gt;
&lt;br /&gt;
==Developers==&lt;br /&gt;
*&#039;&#039;&#039;chief1983:&#039;&#039;&#039; Project Lead&lt;br /&gt;
*&#039;&#039;&#039;Brand-X:&#039;&#039;&#039; Senior Artist and Content Moderator&lt;br /&gt;
*&#039;&#039;&#039;TopAce:&#039;&#039;&#039; Mission Design&lt;br /&gt;
*&#039;&#039;&#039;swashmebuckle:&#039;&#039;&#039; Music Composer, Writer&lt;br /&gt;
*&#039;&#039;&#039;zookeeper:&#039;&#039;&#039; Model Conversion, Artist, Scripting&lt;br /&gt;
*&#039;&#039;&#039;CountBuggula:&#039;&#039;&#039; Webmaster, Communications&lt;br /&gt;
*&#039;&#039;&#039;niffiwan:&#039;&#039;&#039; Coder&lt;br /&gt;
*&#039;&#039;&#039;wookieejedi:&#039;&#039;&#039; Mission Design, Scripting, Beta Management&lt;br /&gt;
*&#039;&#039;&#039;Limbert:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
*&#039;&#039;&#039;bobbtmann:&#039;&#039;&#039; Senior Contributor&lt;br /&gt;
*&#039;&#039;&#039;Dark Visor:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Full list of contributors is present in Credits screen of the game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In &#039;&#039;Fate of the Galaxy&#039;&#039; the player takes the role of a starfighter pilot through a series of missions and campaigns.  The game is primarily played through the perspective of single-manned craft. There are no plans currently for player-control of capital ships, though certain player craft do allow for AI gunners.  Current missions are set in space, including in asteroid fields, nebulas, and above planets.  A multiplayer mode is also available to play and works well at low pings (~&amp;lt;100 ms).  Standalone instances of the game are maintained, which allows players to easily join a server and play with friends. &lt;br /&gt;
&lt;br /&gt;
The player will choose to play as a pilot for the Rebel Alliance, the Galactic Empire, or as an independent neutral adventurer/privateer.   All factions have their own unique ships to control.&lt;br /&gt;
&lt;br /&gt;
===Authenticity===&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; strives to recreate combat as close to as seen in the Original Trilogy of &#039;&#039;Star Wars&#039;&#039;, during scenes such as the [https://starwars.fandom.com/wiki/Battle_of_Endor/Legends Battle of Endor] and the [https://starwars.fandom.com/wiki/Battle_of_Yavin Battle of Yavin].  To achieve this, the members of the development team have extensively analyzed individual movements and moments within these scenes to determine a baseline for such game concepts as damage, speed, and maneuverability.  Each fighter will stay as close as possible to its canonical statistics stated in various sources, but the final authority is the Original Trilogy movies themselves.   Thus, many attributes may be contrary to other published materials due to their divergence from the Original Trilogy.  In addition, visuals have been tuned to match the aesthetic of the Original Trilogy movies. &lt;br /&gt;
&lt;br /&gt;
Given this focus on movie authenticity, the gameplay differs from that present in the default FreeSpace 2 universe.  Ships will be much faster and combat quicker paced, with a larger focus on avoiding damage rather than absorbing it.  Several coding features have been completed to create a new, unique style of combat.&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
The game includes multiple ships unique to each faction, with some designs being shared when appropriate.  Each faction&#039;s fighters and capital ships have unique strengths, which presents different gameplay styles for each side.&lt;br /&gt;
&lt;br /&gt;
===Alliance to Restore the Republic/New Republic===&lt;br /&gt;
[[Image:NuX.png|thumb|The X-wing Starfighter, main fighter of the Rebel Alliance]]&lt;br /&gt;
The Alliance to Restore the Republic and New Republic maintain a focus on versatile and durable starfighters and small, fast capital ships.  Most of the Rebel fighters are equipped with secondary missile weapons such as concussion missiles or proton torpedoes.  Rebel players will, in most cases, be unable to outmaneuver their Imperial counterparts and will rely on their superior durability and weapon complement, as well as teamwork to engage the enemy.  Rebel capital ships are smaller than their Imperial counterparts, with each having diverse strengths due to their construction by various manufacturers.  Rebel Mon Calamari Cruisers are noted for their incredible shield regeneration rates, while Corellian Corvettes are known for their speed.&lt;br /&gt;
&lt;br /&gt;
The following Rebel/New Republic craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/X-wing_starfighter T-65 X-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL_Y-wing_starfighter BTL-A4 Y-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL-A4_LP_%22Longprobe%22 BTL-LP Longprobe Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/RZ-1_A-wing_interceptor RZ-1 A-wing Interceptor]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/A/SF-01_B-wing_starfighter A/SF-01 B-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/E-wing_escort_starfighter E-wing Escort Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/UT-60D_U-wing_starfighter/support_craft UT-60D U-wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Millennium_Falcon Millennium Falcon]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GR-75_medium_transport GR-75 Medium Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CR90_corvette Corellian CR90 Corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/EF76_Nebulon-B_escort_frigate EF76 Nebulon-B Escort Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC30C_frigate MC30 Heavy Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC40a_light_cruiser MC40 Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Liberty_type_Star_Cruiser &#039;&#039;Liberty&#039;&#039;-class Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Home_One_type_Star_Cruiser &#039;&#039;Home One&#039;&#039;-class Star Cruiser]&lt;br /&gt;
&lt;br /&gt;
===Galactic Empire===&lt;br /&gt;
[[Image:NuRTIE03.jpg|thumb|The TIE/ln Starfighter, main fighter of the Galactic Empire]]&lt;br /&gt;
The Galactic Empire&#039;s main strategy for fighters revolves around the concept of numerical advantage.   Imperial TIEs usually lack shields and durability, but have very potent weaponry and great maneuverability to counter this weakness.  Most Imperial fighters also forego any sort of missile secondary weapons and focus entirely on their lasers for offensive armament.  Imperial capital ships are much larger than those of the Rebels, and focus on heavy offensive weaponry and great hull durability.&lt;br /&gt;
&lt;br /&gt;
The following Imperial craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/LN_starfighter T.I.E. Starfighter &amp;amp; TIE/ln Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Reconnaissance_Fighter TIE/rc Recon Fighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/IN_interceptor/Legends TIE/In Interceptor Mark I and Mark II]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sa_bomber TIE/sa Bomber]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Advanced_x1 TIE Advanced x1]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/V38_assault_fighter V38 Assault Fighter]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sh_shuttle TIE/sh Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-class_Xg-1_Star_Wing Xg-1 Star Wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Delta-class_DX-9_stormtrooper_transport DX-9 Stormtrooper Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Lambda-class_T-4a_shuttle Lambda-class T-4a Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Zeta-class_Heavy_Cargo_Shuttle Zeta-class Heavy Cargo Shuttle]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Carrack-class_light_cruiser &#039;&#039;Carrack&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Arquitens-class_light_cruiser &#039;&#039;Arquitens&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Strike-class_medium_cruiser &#039;&#039;Strike&#039;&#039;-class Medium Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Vindicator-class_heavy_cruiser &#039;&#039;Vindicator&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Interdictor_vessel &#039;&#039;Interdictor&#039;&#039;-class Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Imperial_II-class_Star_Destroyer &#039;&#039;Imperator II&#039;&#039;-class Star Destroyer]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Golan_space_defense_platform Golan M-series Dockyard Platforms]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Shield_Gate Golan M-3185 Shield Gate Station]&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
There are multiple factions in the Star Wars galaxy which use many craft that are not produced for the Galactic Empire or the Rebel Alliance.  These craft vary in characteristics and are used throughout the galaxy in various roles. &lt;br /&gt;
&lt;br /&gt;
The following Neutral craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Z-95_Headhunter Z-95 Headhunter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CloakShape_fighter/Legends Cloakshape Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/N-1_starfighter N-1 Naboo Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-3_Nimbus-class_V-wing_starfighter Alpha-3 Nimbus-class V-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Aggressive_ReConnaissance-170_starfighter/Legends ARC-170 Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Ugly/Legends Various Uglies]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Firespray-31-class_patrol_and_attack_craft Firespray-31-class Gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Slave_I Slave I]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/YT-1300_light_freighter YT-1300 Light Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BFF-1_bulk_freighter BFF-1 Bulk Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Tug DV-3 Cargo Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Action_VI_transport Action VI Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Transport Rayter-class Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CSS-1_Corellian_Star_Shuttle Star Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/StarSpeeder_1000 Star Speeder]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GAT-12_Skipray_Blastboat GAT-10 Skipray Blastboat]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Consular-class_cruiser_(Charger_c70_retrofit) Corellian CR70 Corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Braha&#039;tok-class_gunship Braha&#039;tok-class gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Marauder-class_corvette Marauder-class corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Dreadnaught-class_heavy_cruiser &#039;&#039;Dreadnaught&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/XQ_Platform_series XQ1 and XQ2 Stations]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Asteroid_base Asteroid Base Station]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Repair_droid Dockyard Repair Droids]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Satellite/Legends Sensor and Defense Satellites]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Space_mine Space Mines]&lt;br /&gt;
&lt;br /&gt;
==Missions and Campaigns==&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; comes with a high level of single-player content.  These include multiple campaigns, standalone missions, and the ability to create missions using the FSO mission editor FRED2.  Multiplayer servers are also maintained and available to play on with friends. &lt;br /&gt;
&lt;br /&gt;
The first three campaigns narrate three interconnected stories set at the beginning of the Galactic Civil War.  Each of these three campaigns consists of about 5 missions, thus designers put high emphasis on quality mission design and high replayability.  The player&#039;s performance throughout the campaign will affect how later missions play out.  For example, the Alliance campaign will pit a ragtag Rebel task force against a dreaded &#039;&#039;Imperial&#039;&#039;-class Star Destroyer in the early stages of the Rebellion, and the player&#039;s performance throughout the campaign has a major impact on this encounter&#039;s difficulty.  The best possible outcome is hard to achieve, thus a number of playthroughs will be required.&lt;br /&gt;
&lt;br /&gt;
Players receive different types of training in different campaigns.  The Alliance mini-campaign starts with a basic training mission that teaches the basics to new players along with gameplay features that are unique to &#039;&#039;Fate of the Galaxy&#039;&#039;&#039;.  The Imperial mini-campaign starts with an advanced training.&lt;br /&gt;
&lt;br /&gt;
Standalone missions are also included in the first release.  Many of them are serious, story-driven missions, but there will also be arcade-like &amp;quot;challenge&amp;quot; missions in which the player must accomplish a wide variety of objectives, such as surviving two minutes within a &#039;&#039;Strike&#039;&#039;-class cruiser&#039;s firing range.  There will also be a Practice Zone mission, where the player can test flying any of the small craft and actively spawn in any craft in the mission as a hostile or friendly to practice combat.&lt;br /&gt;
&lt;br /&gt;
Three additional campaigns are being worked on and will be available when the game is released to the public, but specific details remain under embargo until public launch.  This large component is code-named Project Alderaan.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
[[Image:Ewingmaps.jpg|thumb|The progression of model work shown on an E-wing Starfighter, from Model (Right) to Normal Maps (Center) and Diffuse Texture (Left).   Note that this model will not be used.]]&lt;br /&gt;
Fate of the Galaxy picks up after a number of previous attempts to create a &#039;&#039;Star Wars&#039;&#039; mod for FreeSpace.  For several years the &amp;quot;Star Wars Conversion Project&amp;quot; was worked on by various teams and developers, but without any releases.  &lt;br /&gt;
&lt;br /&gt;
In early 2007, chief1983 took over as project leader, and began to assemble a new team of developers.   Choosing the name &#039;&#039;Fate of the Galaxy&#039;&#039;, the initial team consisted of chief1983, Brand-X as a modeler and Turambar as a texturer.  The initial plan put forward was to use the models and textures that had been completed by previous teams.  Soon after the reformation of the mod team, however, it was decided that all new art assets were needed to compete with the high graphical standards of the newer models, and all previously completed ships were discarded.&lt;br /&gt;
&lt;br /&gt;
Work continued on ship models and textures through the next year and a half, as new staff members were added to the development team.   In May of 2008, work began on implementing the new ship models into the game and work began on redesigning the feel and pace of the FreeSpace 2 Open engine.   Work still continued on the models needed for a campaign and demo release.  &lt;br /&gt;
&lt;br /&gt;
In early January of 2009, Brand-X experienced a hard drive failure which destroyed all previous models of his, setting the team&#039;s art department back significantly.   Since then, work has progressed on recreating these models to even higher quality standards.&lt;br /&gt;
&lt;br /&gt;
On June 4th, 2009, the first in-game screenshot of the X-wing starfighter was made public at the [http://www.moddb.com/games/fate-of-the-galaxy/images/x-wing-in-game-shots2#imagebox ModDB site] and at the official FotG [https://www.hard-light.net/forums/index.php?board=143.0 forums].  The first three campaigns, which are set at the beginning of the Galactic Civil War, were eventually completed, and worked then moved to standalone missions and three additional campaigns code-named Project Alderaan. &lt;br /&gt;
&lt;br /&gt;
In December of 2018 the team began the first phases of private beta testing. In June of 2022, the private beta tests were stated as nearly concluded.&lt;br /&gt;
&lt;br /&gt;
In May of 2019 the [https://www.youtube.com/watch?v=ler20EdjAfs&amp;amp;list=LLW8-wdcPLv0eT913KIi9_mw&amp;amp;index=2&amp;amp;t=0s teaser trailer] was posted.&lt;br /&gt;
&lt;br /&gt;
Throughout 2020-2022 developmental showcases have consisted of forum updates and gameplay streams on Discord.&lt;br /&gt;
&lt;br /&gt;
In June of 2022, multiplayer was confirmed to be working well, and standalone servers were created. &lt;br /&gt;
&lt;br /&gt;
From 2023-2024, the game underwent extensive balance and optimization testing in preparation for the public release. &lt;br /&gt;
&lt;br /&gt;
For the duration of 2025, additional polishing passes were conducted and continue to be refined. &lt;br /&gt;
&lt;br /&gt;
===Newsletter===&lt;br /&gt;
Newsletters are posted on a quarterly basis on the [https://www.hard-light.net/forums/index.php?board=143.0 Fate of the Galaxy Forums].  Also, the majority of the unofficial development chatter occurs on the Fate of the Galaxy Discord channel [https://discord.gg/k7ZMdmt].&lt;br /&gt;
&lt;br /&gt;
The most recent [https://www.hard-light.net/forums/index.php?topic=99253.0] was released in May 2024.  This update highlights new ship additions, MainHall updates, many other enhancements, and numerous fixes and minor updates.&lt;br /&gt;
&lt;br /&gt;
For reference, the [http://www.hard-light.net/forums/index.php/topic,54217.0.html first newsletter] was posted on June 1st, 2008.&lt;br /&gt;
&lt;br /&gt;
===First Release===&lt;br /&gt;
The first open beta of &#039;&#039;Fate of the Galaxy&#039;&#039; was originally planned to be released sometime late-2008 or early 2009.   However, with the art setback, the release has been pushed back.  Subsequent additions and developments then lead the team to decide to release the game as a more polished 1.0 version.  A date has not been decided yet, but the first three campaigns are done and relatively independent compared to the larger subsequent 3 campaigns.&lt;br /&gt;
&lt;br /&gt;
Recent years have shown considerable progress on the project, including a release of a private beta and addition of multiple ships and integrating new features that were recently added to the FSO engine (such as deferred and shadow lighting for cockpits, optimizations, and advanced scripting controls). &lt;br /&gt;
&lt;br /&gt;
In the most recent communications on Discord, co-community manager wookieejedi posted: &amp;quot;&#039;&#039;We are getting extremely close to releasing FotG publicly--one of the largest remaining milestones is having FSO release 25.0 stable (which is ideally not far away). We simply can’t wait to share the game with you all once those milestones are completed.&#039;&#039;&amp;quot; (May 4th, 2025)&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===Ship Lab shots===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Bwing.jpg&lt;br /&gt;
Image:Falcon2.jpg&lt;br /&gt;
Image:Xwing.jpg&lt;br /&gt;
Image:Ywing2.jpg&lt;br /&gt;
Image:Z95.jpg |&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Renders===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:FalconWallpaper.png&lt;br /&gt;
Image:TBrender.png&lt;br /&gt;
Image:TransportFinal.jpg&lt;br /&gt;
Image:Wallpaper.1-1280.png&lt;br /&gt;
Image:Wallpaper.2-1280.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[http://swc.hard-light.net/ Official Website]&lt;br /&gt;
*[https://discord.gg/k7ZMdmt Fate of the Galaxy Discord Server]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?board=143.0 Official Forum]&lt;br /&gt;
*[https://www.moddb.com/games/fate-of-the-galaxy Fate of the Galaxy on ModDB]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=66159</id>
		<title>Fate of the Galaxy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=66159"/>
		<updated>2025-05-26T16:17:58Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: tune TC wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{fotg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fate of the Galaxy&#039;&#039;&#039; (FotG) is a single and multi-player total conversion using the open-source FreeSpace 2 Open (FSO) game engine set in the &#039;&#039;[https://en.wikipedia.org/wiki/Star_Wars Star Wars]&#039;&#039; universe.   The game is in development and will be released as a standalone (the game FreeSpace 2 is not required).   The game also maintains an active [https://fate-of-the-galaxy.github.io/ website], [https://www.hard-light.net/forums/index.php?board=143.0 forum] and [https://discord.gg/k7ZMdmt Discord Channel]. Disclaimer: Fate of the Galaxy is a total conversion project created solely by fan volunteers using the open-source FSO game engine. The team does not accept donations of any kind and are not associated with LucasFilm in any way.&lt;br /&gt;
&lt;br /&gt;
==Developers==&lt;br /&gt;
*&#039;&#039;&#039;chief1983:&#039;&#039;&#039; Project Lead&lt;br /&gt;
*&#039;&#039;&#039;Brand-X:&#039;&#039;&#039; Senior Artist and Content Moderator&lt;br /&gt;
*&#039;&#039;&#039;TopAce:&#039;&#039;&#039; Mission Design&lt;br /&gt;
*&#039;&#039;&#039;swashmebuckle:&#039;&#039;&#039; Music Composer, Writer&lt;br /&gt;
*&#039;&#039;&#039;zookeeper:&#039;&#039;&#039; Model Conversion, Artist, Scripting&lt;br /&gt;
*&#039;&#039;&#039;CountBuggula:&#039;&#039;&#039; Webmaster, Communications&lt;br /&gt;
*&#039;&#039;&#039;niffiwan:&#039;&#039;&#039; Coder&lt;br /&gt;
*&#039;&#039;&#039;wookieejedi:&#039;&#039;&#039; Mission Design, Scripting, Beta Management&lt;br /&gt;
*&#039;&#039;&#039;Limbert:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
*&#039;&#039;&#039;bobbtmann:&#039;&#039;&#039; Senior Contributor&lt;br /&gt;
*&#039;&#039;&#039;Dark Visor:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Full list of contributors is present in Credits screen of the game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In &#039;&#039;Fate of the Galaxy&#039;&#039; the player takes the role of a starfighter pilot through a series of missions and campaigns.  The game is primarily played through the perspective of single-manned craft. There are no plans currently for player-control of capital ships, though certain player craft do allow for AI gunners.  Current missions are set in space, including in asteroid fields, nebulas, and above planets.  A multiplayer mode is also available to play and works well at low pings (~&amp;lt;100 ms).  Standalone instances of the game are maintained, which allows players to easily join a server and play with friends. &lt;br /&gt;
&lt;br /&gt;
The player will choose to play as a pilot for the Rebel Alliance, the Galactic Empire, or as an independent neutral adventurer/privateer.   All factions have their own unique ships to control.&lt;br /&gt;
&lt;br /&gt;
===Authenticity===&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; strives to recreate combat as close to as seen in the Original Trilogy of &#039;&#039;Star Wars&#039;&#039;, during scenes such as the [https://starwars.fandom.com/wiki/Battle_of_Endor/Legends Battle of Endor] and the [https://starwars.fandom.com/wiki/Battle_of_Yavin Battle of Yavin].  To achieve this, the members of the development team have extensively analyzed individual movements and moments within these scenes to determine a baseline for such game concepts as damage, speed, and maneuverability.  Each fighter will stay as close as possible to its canonical statistics stated in various sources, but the final authority is the Original Trilogy movies themselves.   Thus, many attributes may be contrary to other published materials due to their divergence from the Original Trilogy.  In addition, visuals have been tuned to match the aesthetic of the Original Trilogy movies. &lt;br /&gt;
&lt;br /&gt;
Given this focus on movie authenticity, the gameplay differs from that present in the default FreeSpace 2 universe.  Ships will be much faster and combat quicker paced, with a larger focus on avoiding damage rather than absorbing it.  Several coding features have been completed to create a new, unique style of combat.&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
The game includes multiple ships unique to each faction, with some designs being shared when appropriate.  Each faction&#039;s fighters and capital ships have unique strengths, which presents different gameplay styles for each side.&lt;br /&gt;
&lt;br /&gt;
===Alliance to Restore the Republic/New Republic===&lt;br /&gt;
[[Image:NuX.png|thumb|The X-wing Starfighter, main fighter of the Rebel Alliance]]&lt;br /&gt;
The Alliance to Restore the Republic and New Republic maintain a focus on versatile and durable starfighters and small, fast capital ships.  Most of the Rebel fighters are equipped with secondary missile weapons such as concussion missiles or proton torpedoes.  Rebel players will, in most cases, be unable to outmaneuver their Imperial counterparts and will rely on their superior durability and weapon complement, as well as teamwork to engage the enemy.  Rebel capital ships are smaller than their Imperial counterparts, with each having diverse strengths due to their construction by various manufacturers.  Rebel Mon Calamari Cruisers are noted for their incredible shield regeneration rates, while Corellian Corvettes are known for their speed.&lt;br /&gt;
&lt;br /&gt;
The following Rebel/New Republic craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/X-wing_starfighter T-65 X-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL_Y-wing_starfighter BTL-A4 Y-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL-A4_LP_%22Longprobe%22 BTL-LP Longprobe Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/RZ-1_A-wing_interceptor RZ-1 A-wing Interceptor]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/A/SF-01_B-wing_starfighter A/SF-01 B-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/E-wing_escort_starfighter E-wing Escort Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/UT-60D_U-wing_starfighter/support_craft UT-60D U-wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Millennium_Falcon Millennium Falcon]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GR-75_medium_transport GR-75 Medium Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CR90_corvette Corellian CR90 Corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/EF76_Nebulon-B_escort_frigate EF76 Nebulon-B Escort Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC30C_frigate MC30 Heavy Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC40a_light_cruiser MC40 Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Liberty_type_Star_Cruiser &#039;&#039;Liberty&#039;&#039;-class Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Home_One_type_Star_Cruiser &#039;&#039;Home One&#039;&#039;-class Star Cruiser]&lt;br /&gt;
&lt;br /&gt;
===Galactic Empire===&lt;br /&gt;
[[Image:NuRTIE03.jpg|thumb|The TIE/ln Starfighter, main fighter of the Galactic Empire]]&lt;br /&gt;
The Galactic Empire&#039;s main strategy for fighters revolves around the concept of numerical advantage.   Imperial TIEs usually lack shields and durability, but have very potent weaponry and great maneuverability to counter this weakness.  Most Imperial fighters also forego any sort of missile secondary weapons and focus entirely on their lasers for offensive armament.  Imperial capital ships are much larger than those of the Rebels, and focus on heavy offensive weaponry and great hull durability.&lt;br /&gt;
&lt;br /&gt;
The following Imperial craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/LN_starfighter T.I.E. Starfighter &amp;amp; TIE/ln Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Reconnaissance_Fighter TIE/rc Recon Fighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/IN_interceptor/Legends TIE/In Interceptor Mark I and Mark II]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sa_bomber TIE/sa Bomber]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Advanced_x1 TIE Advanced x1]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/V38_assault_fighter V38 Assault Fighter]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sh_shuttle TIE/sh Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-class_Xg-1_Star_Wing Xg-1 Star Wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Delta-class_DX-9_stormtrooper_transport DX-9 Stormtrooper Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Lambda-class_T-4a_shuttle Lambda-class T-4a Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Zeta-class_Heavy_Cargo_Shuttle Zeta-class Heavy Cargo Shuttle]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Carrack-class_light_cruiser &#039;&#039;Carrack&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Arquitens-class_light_cruiser &#039;&#039;Arquitens&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Strike-class_medium_cruiser &#039;&#039;Strike&#039;&#039;-class Medium Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Vindicator-class_heavy_cruiser &#039;&#039;Vindicator&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Interdictor_vessel &#039;&#039;Interdictor&#039;&#039;-class Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Imperial_II-class_Star_Destroyer &#039;&#039;Imperator II&#039;&#039;-class Star Destroyer]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Golan_space_defense_platform Golan M-series Dockyard Platforms]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Shield_Gate Golan M-3185 Shield Gate Station]&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
There are multiple factions in the Star Wars galaxy which use many craft that are not produced for the Galactic Empire or the Rebel Alliance.  These craft vary in characteristics and are used throughout the galaxy in various roles. &lt;br /&gt;
&lt;br /&gt;
The following Neutral craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Z-95_Headhunter Z-95 Headhunter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CloakShape_fighter/Legends Cloakshape Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/N-1_starfighter N-1 Naboo Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-3_Nimbus-class_V-wing_starfighter Alpha-3 Nimbus-class V-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Aggressive_ReConnaissance-170_starfighter/Legends ARC-170 Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Ugly/Legends Various Uglies]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Firespray-31-class_patrol_and_attack_craft Firespray-31-class Gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Slave_I Slave I]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/YT-1300_light_freighter YT-1300 Light Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BFF-1_bulk_freighter BFF-1 Bulk Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Tug DV-3 Cargo Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Action_VI_transport Action VI Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Transport Rayter-class Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CSS-1_Corellian_Star_Shuttle Star Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/StarSpeeder_1000 Star Speeder]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GAT-12_Skipray_Blastboat GAT-10 Skipray Blastboat]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Consular-class_cruiser_(Charger_c70_retrofit) Corellian CR70 Corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Braha&#039;tok-class_gunship Braha&#039;tok-class gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Marauder-class_corvette Marauder-class corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Dreadnaught-class_heavy_cruiser &#039;&#039;Dreadnaught&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/XQ_Platform_series XQ1 and XQ2 Stations]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Asteroid_base Asteroid Base Station]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Repair_droid Dockyard Repair Droids]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Satellite/Legends Sensor and Defense Satellites]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Space_mine Space Mines]&lt;br /&gt;
&lt;br /&gt;
==Missions and Campaigns==&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; comes with a high level of single-player content.  These include multiple campaigns, standalone missions, and the ability to create missions using the FSO mission editor FRED2.  Multiplayer servers are also maintained and available to play on with friends. &lt;br /&gt;
&lt;br /&gt;
The first three campaigns narrate three interconnected stories set at the beginning of the Galactic Civil War.  Each of these three campaigns consists of about 5 missions, thus designers put high emphasis on quality mission design and high replayability.  The player&#039;s performance throughout the campaign will affect how later missions play out.  For example, the Alliance campaign will pit a ragtag Rebel task force against a dreaded &#039;&#039;Imperial&#039;&#039;-class Star Destroyer in the early stages of the Rebellion, and the player&#039;s performance throughout the campaign has a major impact on this encounter&#039;s difficulty.  The best possible outcome is hard to achieve, thus a number of playthroughs will be required.&lt;br /&gt;
&lt;br /&gt;
Players receive different types of training in different campaigns.  The Alliance mini-campaign starts with a basic training mission that teaches the basics to new players along with gameplay features that are unique to &#039;&#039;Fate of the Galaxy&#039;&#039;&#039;.  The Imperial mini-campaign starts with an advanced training.&lt;br /&gt;
&lt;br /&gt;
Standalone missions are also included in the first release.  Many of them are serious, story-driven missions, but there will also be arcade-like &amp;quot;challenge&amp;quot; missions in which the player must accomplish a wide variety of objectives, such as surviving two minutes within a &#039;&#039;Strike&#039;&#039;-class cruiser&#039;s firing range.  There will also be a Practice Zone mission, where the player can test flying any of the small craft and actively spawn in any craft in the mission as a hostile or friendly to practice combat.&lt;br /&gt;
&lt;br /&gt;
Three additional campaigns are being worked on and will be available when the game is released to the public, but specific details remain under embargo until public launch.  This large component is code-named Project Alderaan.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
[[Image:Ewingmaps.jpg|thumb|The progression of model work shown on an E-wing Starfighter, from Model (Right) to Normal Maps (Center) and Diffuse Texture (Left).   Note that this model will not be used.]]&lt;br /&gt;
Fate of the Galaxy picks up after a number of previous attempts to create a &#039;&#039;Star Wars&#039;&#039; mod for FreeSpace.  For several years the &amp;quot;Star Wars Conversion Project&amp;quot; was worked on by various teams and developers, but without any releases.  &lt;br /&gt;
&lt;br /&gt;
In early 2007, chief1983 took over as project leader, and began to assemble a new team of developers.   Choosing the name &#039;&#039;Fate of the Galaxy&#039;&#039;, the initial team consisted of chief1983, Brand-X as a modeler and Turambar as a texturer.  The initial plan put forward was to use the models and textures that had been completed by previous teams.  Soon after the reformation of the mod team, however, it was decided that all new art assets were needed to compete with the high graphical standards of the newer models, and all previously completed ships were discarded.&lt;br /&gt;
&lt;br /&gt;
Work continued on ship models and textures through the next year and a half, as new staff members were added to the development team.   In May of 2008, work began on implementing the new ship models into the game and work began on redesigning the feel and pace of the FreeSpace 2 Open engine.   Work still continued on the models needed for a campaign and demo release.  &lt;br /&gt;
&lt;br /&gt;
In early January of 2009, Brand-X experienced a hard drive failure which destroyed all previous models of his, setting the team&#039;s art department back significantly.   Since then, work has progressed on recreating these models to even higher quality standards.&lt;br /&gt;
&lt;br /&gt;
On June 4th, 2009, the first in-game screenshot of the X-wing starfighter was made public at the [http://www.moddb.com/games/fate-of-the-galaxy/images/x-wing-in-game-shots2#imagebox ModDB site] and at the official FotG [https://www.hard-light.net/forums/index.php?board=143.0 forums].  The first three campaigns, which are set at the beginning of the Galactic Civil War, were eventually completed, and worked then moved to standalone missions and three additional campaigns code-named Project Alderaan. &lt;br /&gt;
&lt;br /&gt;
In December of 2018 the team began the first phases of private beta testing. In June of 2022, the private beta tests were stated as nearly concluded.&lt;br /&gt;
&lt;br /&gt;
In May of 2019 the [https://www.youtube.com/watch?v=ler20EdjAfs&amp;amp;list=LLW8-wdcPLv0eT913KIi9_mw&amp;amp;index=2&amp;amp;t=0s teaser trailer] was posted.&lt;br /&gt;
&lt;br /&gt;
Throughout 2020-2022 developmental showcases have consisted of forum updates and gameplay streams on Discord.&lt;br /&gt;
&lt;br /&gt;
In June of 2022, multiplayer was confirmed to be working well, and standalone servers were created. &lt;br /&gt;
&lt;br /&gt;
From 2023-2024, the game underwent extensive balance and optimization testing in preparation for the public release. &lt;br /&gt;
&lt;br /&gt;
For the duration of 2025, additional polishing passes were conducted and continue to be refined. &lt;br /&gt;
&lt;br /&gt;
===Newsletter===&lt;br /&gt;
Newsletters are posted on a quarterly basis on the [https://www.hard-light.net/forums/index.php?board=143.0 Fate of the Galaxy Forums].  Also, the majority of the unofficial development chatter occurs on the Fate of the Galaxy Discord channel [https://discord.gg/k7ZMdmt].&lt;br /&gt;
&lt;br /&gt;
The most recent [https://www.hard-light.net/forums/index.php?topic=99253.0] was released in May 2024.  This update highlights new ship additions, MainHall updates, many other enhancements, and numerous fixes and minor updates.&lt;br /&gt;
&lt;br /&gt;
For reference, the [http://www.hard-light.net/forums/index.php/topic,54217.0.html first newsletter] was posted on June 1st, 2008.&lt;br /&gt;
&lt;br /&gt;
===First Release===&lt;br /&gt;
The first open beta of &#039;&#039;Fate of the Galaxy&#039;&#039; was originally planned to be released sometime late-2008 or early 2009.   However, with the art setback, the release has been pushed back.  Subsequent additions and developments then lead the team to decide to release the game as a more polished 1.0 version.  A date has not been decided yet, but the first three campaigns are done and relatively independent compared to the larger subsequent 3 campaigns.&lt;br /&gt;
&lt;br /&gt;
Recent years have shown considerable progress on the project, including a release of a private beta and addition of multiple ships and integrating new features that were recently added to the FSO engine (such as deferred and shadow lighting for cockpits, optimizations, and advanced scripting controls). &lt;br /&gt;
&lt;br /&gt;
In the most recent communications on Discord, co-community manager wookieejedi posted: &amp;quot;&#039;&#039;We are getting extremely close to releasing FotG publicly--one of the largest remaining milestones is having FSO release 25.0 stable (which is ideally not far away). We simply can’t wait to share the game with you all once those milestones are completed.&#039;&#039;&amp;quot; (May 4th, 2025)&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===Ship Lab shots===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Bwing.jpg&lt;br /&gt;
Image:Falcon2.jpg&lt;br /&gt;
Image:Xwing.jpg&lt;br /&gt;
Image:Ywing2.jpg&lt;br /&gt;
Image:Z95.jpg |&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Renders===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:FalconWallpaper.png&lt;br /&gt;
Image:TBrender.png&lt;br /&gt;
Image:TransportFinal.jpg&lt;br /&gt;
Image:Wallpaper.1-1280.png&lt;br /&gt;
Image:Wallpaper.2-1280.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[http://swc.hard-light.net/ Official Website]&lt;br /&gt;
*[https://discord.gg/k7ZMdmt Fate of the Galaxy Discord Server]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?board=143.0 Official Forum]&lt;br /&gt;
*[https://www.moddb.com/games/fate-of-the-galaxy Fate of the Galaxy on ModDB]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=66158</id>
		<title>Fate of the Galaxy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fate_of_the_Galaxy&amp;diff=66158"/>
		<updated>2025-05-17T15:44:23Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: newsletter update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{fotg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fate of the Galaxy&#039;&#039;&#039; (FotG) is a single and multi-player total conversion using the open-source FreeSpace 2 Open (FSO) game engine set in the &#039;&#039;[https://en.wikipedia.org/wiki/Star_Wars Star Wars]&#039;&#039; universe.   The game is in development and will be released as a standalone (the game FreeSpace 2 is not required).   The game also maintains an active [https://fate-of-the-galaxy.github.io/ website], [https://www.hard-light.net/forums/index.php?board=143.0 forum] and [https://discord.gg/k7ZMdmt Discord Channel]. Disclaimer: Fate of the Galaxy is a total conversion project created solely by fan volunteers using the open-source FSO game engine. The team does not accept donations of any kind and are not associated with LucasFilm in any way.&lt;br /&gt;
&lt;br /&gt;
==Developers==&lt;br /&gt;
*&#039;&#039;&#039;chief1983:&#039;&#039;&#039; Project Lead&lt;br /&gt;
*&#039;&#039;&#039;Brand-X:&#039;&#039;&#039; Senior Artist and Content Moderator&lt;br /&gt;
*&#039;&#039;&#039;TopAce:&#039;&#039;&#039; Mission Design&lt;br /&gt;
*&#039;&#039;&#039;swashmebuckle:&#039;&#039;&#039; Music Composer, Writer&lt;br /&gt;
*&#039;&#039;&#039;zookeeper:&#039;&#039;&#039; Model Conversion, Artist, Scripting&lt;br /&gt;
*&#039;&#039;&#039;CountBuggula:&#039;&#039;&#039; Webmaster, Communications&lt;br /&gt;
*&#039;&#039;&#039;niffiwan:&#039;&#039;&#039; Coder&lt;br /&gt;
*&#039;&#039;&#039;wookieejedi:&#039;&#039;&#039; Mission Design, Scripting, Beta Management&lt;br /&gt;
*&#039;&#039;&#039;Limbert:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
*&#039;&#039;&#039;bobbtmann:&#039;&#039;&#039; Senior Contributor&lt;br /&gt;
*&#039;&#039;&#039;Dark Visor:&#039;&#039;&#039; Senior Artist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Full list of contributors is present in Credits screen of the game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; is a space combat simulator game where the player takes the role of a starfighter pilot through a series of missions and campaigns.  The game is primarily played through the perspective of single-manned craft. There are no plans currently for player-control of capital ships, though certain player craft do allow for AI gunners.  Current missions are set in space, including in asteroid fields, nebulas, and above planets.  A multiplayer mode is also available to play and works well at low pings (~&amp;lt;100 ms).  Standalone instances of the game are maintained, which allows players to easily join a server and play with friends. &lt;br /&gt;
&lt;br /&gt;
The player will choose to play as a pilot for the Rebel Alliance, the Galactic Empire, or as an independent neutral adventurer/privateer.   All factions have their own unique ships to control.&lt;br /&gt;
&lt;br /&gt;
===Authenticity===&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; strives to recreate combat as close to as seen in the Original Trilogy of &#039;&#039;Star Wars&#039;&#039;, during scenes such as the [https://starwars.fandom.com/wiki/Battle_of_Endor/Legends Battle of Endor] and the [https://starwars.fandom.com/wiki/Battle_of_Yavin Battle of Yavin].  To achieve this, the members of the development team have extensively analyzed individual movements and moments within these scenes to determine a baseline for such game concepts as damage, speed, and maneuverability.  Each fighter will stay as close as possible to its canonical statistics stated in various sources, but the final authority is the Original Trilogy movies themselves.   Thus, many attributes may be contrary to other published materials due to their divergence from the Original Trilogy.  In addition, visuals have been tuned to match the aesthetic of the Original Trilogy movies. &lt;br /&gt;
&lt;br /&gt;
Given this focus on movie authenticity, the gameplay differs from that present in the default FreeSpace 2 universe.  Ships will be much faster and combat quicker paced, with a larger focus on avoiding damage rather than absorbing it.  Several coding features have been completed to create a new, unique style of combat.&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
The game includes multiple ships unique to each faction, with some designs being shared when appropriate.  Each faction&#039;s fighters and capital ships have unique strengths, which presents different gameplay styles for each side.&lt;br /&gt;
&lt;br /&gt;
===Alliance to Restore the Republic/New Republic===&lt;br /&gt;
[[Image:NuX.png|thumb|The X-wing Starfighter, main fighter of the Rebel Alliance]]&lt;br /&gt;
The Alliance to Restore the Republic and New Republic maintain a focus on versatile and durable starfighters and small, fast capital ships.  Most of the Rebel fighters are equipped with secondary missile weapons such as concussion missiles or proton torpedoes.  Rebel players will, in most cases, be unable to outmaneuver their Imperial counterparts and will rely on their superior durability and weapon complement, as well as teamwork to engage the enemy.  Rebel capital ships are smaller than their Imperial counterparts, with each having diverse strengths due to their construction by various manufacturers.  Rebel Mon Calamari Cruisers are noted for their incredible shield regeneration rates, while Corellian Corvettes are known for their speed.&lt;br /&gt;
&lt;br /&gt;
The following Rebel/New Republic craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/X-wing_starfighter T-65 X-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL_Y-wing_starfighter BTL-A4 Y-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BTL-A4_LP_%22Longprobe%22 BTL-LP Longprobe Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/RZ-1_A-wing_interceptor RZ-1 A-wing Interceptor]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/A/SF-01_B-wing_starfighter A/SF-01 B-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/E-wing_escort_starfighter E-wing Escort Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/UT-60D_U-wing_starfighter/support_craft UT-60D U-wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Millennium_Falcon Millennium Falcon]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GR-75_medium_transport GR-75 Medium Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CR90_corvette Corellian CR90 Corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/EF76_Nebulon-B_escort_frigate EF76 Nebulon-B Escort Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC30C_frigate MC30 Heavy Frigate]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC40a_light_cruiser MC40 Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Liberty_type_Star_Cruiser &#039;&#039;Liberty&#039;&#039;-class Star Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/MC80_Home_One_type_Star_Cruiser &#039;&#039;Home One&#039;&#039;-class Star Cruiser]&lt;br /&gt;
&lt;br /&gt;
===Galactic Empire===&lt;br /&gt;
[[Image:NuRTIE03.jpg|thumb|The TIE/ln Starfighter, main fighter of the Galactic Empire]]&lt;br /&gt;
The Galactic Empire&#039;s main strategy for fighters revolves around the concept of numerical advantage.   Imperial TIEs usually lack shields and durability, but have very potent weaponry and great maneuverability to counter this weakness.  Most Imperial fighters also forego any sort of missile secondary weapons and focus entirely on their lasers for offensive armament.  Imperial capital ships are much larger than those of the Rebels, and focus on heavy offensive weaponry and great hull durability.&lt;br /&gt;
&lt;br /&gt;
The following Imperial craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/LN_starfighter T.I.E. Starfighter &amp;amp; TIE/ln Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Reconnaissance_Fighter TIE/rc Recon Fighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/IN_interceptor/Legends TIE/In Interceptor Mark I and Mark II]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sa_bomber TIE/sa Bomber]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE_Advanced_x1 TIE Advanced x1]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/V38_assault_fighter V38 Assault Fighter]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/TIE/sh_shuttle TIE/sh Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-class_Xg-1_Star_Wing Xg-1 Star Wing]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Delta-class_DX-9_stormtrooper_transport DX-9 Stormtrooper Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Lambda-class_T-4a_shuttle Lambda-class T-4a Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Zeta-class_Heavy_Cargo_Shuttle Zeta-class Heavy Cargo Shuttle]&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Carrack-class_light_cruiser &#039;&#039;Carrack&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Arquitens-class_light_cruiser &#039;&#039;Arquitens&#039;&#039;-class Light Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Strike-class_medium_cruiser &#039;&#039;Strike&#039;&#039;-class Medium Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Vindicator-class_heavy_cruiser &#039;&#039;Vindicator&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Interdictor_vessel &#039;&#039;Interdictor&#039;&#039;-class Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Imperial_II-class_Star_Destroyer &#039;&#039;Imperator II&#039;&#039;-class Star Destroyer]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Golan_space_defense_platform Golan M-series Dockyard Platforms]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Shield_Gate Golan M-3185 Shield Gate Station]&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
There are multiple factions in the Star Wars galaxy which use many craft that are not produced for the Galactic Empire or the Rebel Alliance.  These craft vary in characteristics and are used throughout the galaxy in various roles. &lt;br /&gt;
&lt;br /&gt;
The following Neutral craft are included in the game:&lt;br /&gt;
&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Z-95_Headhunter Z-95 Headhunter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CloakShape_fighter/Legends Cloakshape Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/N-1_starfighter N-1 Naboo Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Alpha-3_Nimbus-class_V-wing_starfighter Alpha-3 Nimbus-class V-wing Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Aggressive_ReConnaissance-170_starfighter/Legends ARC-170 Starfighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Ugly/Legends Various Uglies]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Firespray-31-class_patrol_and_attack_craft Firespray-31-class Gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Slave_I Slave I]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/YT-1300_light_freighter YT-1300 Light Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/BFF-1_bulk_freighter BFF-1 Bulk Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Tug DV-3 Cargo Freighter]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Action_VI_transport Action VI Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Transport Rayter-class Transport]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/CSS-1_Corellian_Star_Shuttle Star Shuttle]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/StarSpeeder_1000 Star Speeder]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/GAT-12_Skipray_Blastboat GAT-10 Skipray Blastboat]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Consular-class_cruiser_(Charger_c70_retrofit) Corellian CR70 Corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Braha&#039;tok-class_gunship Braha&#039;tok-class gunship]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Marauder-class_corvette Marauder-class corvette]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Dreadnaught-class_heavy_cruiser &#039;&#039;Dreadnaught&#039;&#039;-class Heavy Cruiser]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/XQ_Platform_series XQ1 and XQ2 Stations]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Asteroid_base Asteroid Base Station]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Repair_droid Dockyard Repair Droids]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Satellite/Legends Sensor and Defense Satellites]&lt;br /&gt;
*[https://starwars.fandom.com/wiki/Space_mine Space Mines]&lt;br /&gt;
&lt;br /&gt;
==Missions and Campaigns==&lt;br /&gt;
&#039;&#039;Fate of the Galaxy&#039;&#039; comes with a high level of single-player content.  These include multiple campaigns, standalone missions, and the ability to create missions using the FSO mission editor FRED2.  Multiplayer servers are also maintained and available to play on with friends. &lt;br /&gt;
&lt;br /&gt;
The first three campaigns narrate three interconnected stories set at the beginning of the Galactic Civil War.  Each of these three campaigns consists of about 5 missions, thus designers put high emphasis on quality mission design and high replayability.  The player&#039;s performance throughout the campaign will affect how later missions play out.  For example, the Alliance campaign will pit a ragtag Rebel task force against a dreaded &#039;&#039;Imperial&#039;&#039;-class Star Destroyer in the early stages of the Rebellion, and the player&#039;s performance throughout the campaign has a major impact on this encounter&#039;s difficulty.  The best possible outcome is hard to achieve, thus a number of playthroughs will be required.&lt;br /&gt;
&lt;br /&gt;
Players receive different types of training in different campaigns.  The Alliance mini-campaign starts with a basic training mission that teaches the basics to new players along with gameplay features that are unique to &#039;&#039;Fate of the Galaxy&#039;&#039;&#039;.  The Imperial mini-campaign starts with an advanced training.&lt;br /&gt;
&lt;br /&gt;
Standalone missions are also included in the first release.  Many of them are serious, story-driven missions, but there will also be arcade-like &amp;quot;challenge&amp;quot; missions in which the player must accomplish a wide variety of objectives, such as surviving two minutes within a &#039;&#039;Strike&#039;&#039;-class cruiser&#039;s firing range.  There will also be a Practice Zone mission, where the player can test flying any of the small craft and actively spawn in any craft in the mission as a hostile or friendly to practice combat.&lt;br /&gt;
&lt;br /&gt;
Three additional campaigns are being worked on and will be available when the game is released to the public, but specific details remain under embargo until public launch.  This large component is code-named Project Alderaan.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
[[Image:Ewingmaps.jpg|thumb|The progression of model work shown on an E-wing Starfighter, from Model (Right) to Normal Maps (Center) and Diffuse Texture (Left).   Note that this model will not be used.]]&lt;br /&gt;
Fate of the Galaxy picks up after a number of previous attempts to create a &#039;&#039;Star Wars&#039;&#039; mod for FreeSpace.  For several years the &amp;quot;Star Wars Conversion Project&amp;quot; was worked on by various teams and developers, but without any releases.  &lt;br /&gt;
&lt;br /&gt;
In early 2007, chief1983 took over as project leader, and began to assemble a new team of developers.   Choosing the name &#039;&#039;Fate of the Galaxy&#039;&#039;, the initial team consisted of chief1983, Brand-X as a modeler and Turambar as a texturer.  The initial plan put forward was to use the models and textures that had been completed by previous teams.  Soon after the reformation of the mod team, however, it was decided that all new art assets were needed to compete with the high graphical standards of the newer models, and all previously completed ships were discarded.&lt;br /&gt;
&lt;br /&gt;
Work continued on ship models and textures through the next year and a half, as new staff members were added to the development team.   In May of 2008, work began on implementing the new ship models into the game and work began on redesigning the feel and pace of the FreeSpace 2 Open engine.   Work still continued on the models needed for a campaign and demo release.  &lt;br /&gt;
&lt;br /&gt;
In early January of 2009, Brand-X experienced a hard drive failure which destroyed all previous models of his, setting the team&#039;s art department back significantly.   Since then, work has progressed on recreating these models to even higher quality standards.&lt;br /&gt;
&lt;br /&gt;
On June 4th, 2009, the first in-game screenshot of the X-wing starfighter was made public at the [http://www.moddb.com/games/fate-of-the-galaxy/images/x-wing-in-game-shots2#imagebox ModDB site] and at the official FotG [https://www.hard-light.net/forums/index.php?board=143.0 forums].  The first three campaigns, which are set at the beginning of the Galactic Civil War, were eventually completed, and worked then moved to standalone missions and three additional campaigns code-named Project Alderaan. &lt;br /&gt;
&lt;br /&gt;
In December of 2018 the team began the first phases of private beta testing. In June of 2022, the private beta tests were stated as nearly concluded.&lt;br /&gt;
&lt;br /&gt;
In May of 2019 the [https://www.youtube.com/watch?v=ler20EdjAfs&amp;amp;list=LLW8-wdcPLv0eT913KIi9_mw&amp;amp;index=2&amp;amp;t=0s teaser trailer] was posted.&lt;br /&gt;
&lt;br /&gt;
Throughout 2020-2022 developmental showcases have consisted of forum updates and gameplay streams on Discord.&lt;br /&gt;
&lt;br /&gt;
In June of 2022, multiplayer was confirmed to be working well, and standalone servers were created. &lt;br /&gt;
&lt;br /&gt;
From 2023-2024, the game underwent extensive balance and optimization testing in preparation for the public release. &lt;br /&gt;
&lt;br /&gt;
For the duration of 2025, additional polishing passes were conducted and continue to be refined. &lt;br /&gt;
&lt;br /&gt;
===Newsletter===&lt;br /&gt;
Newsletters are posted on a quarterly basis on the [https://www.hard-light.net/forums/index.php?board=143.0 Fate of the Galaxy Forums].  Also, the majority of the unofficial development chatter occurs on the Fate of the Galaxy Discord channel [https://discord.gg/k7ZMdmt].&lt;br /&gt;
&lt;br /&gt;
The most recent [https://www.hard-light.net/forums/index.php?topic=99253.0] was released in May 2024.  This update highlights new ship additions, MainHall updates, many other enhancements, and numerous fixes and minor updates.&lt;br /&gt;
&lt;br /&gt;
For reference, the [http://www.hard-light.net/forums/index.php/topic,54217.0.html first newsletter] was posted on June 1st, 2008.&lt;br /&gt;
&lt;br /&gt;
===First Release===&lt;br /&gt;
The first open beta of &#039;&#039;Fate of the Galaxy&#039;&#039; was originally planned to be released sometime late-2008 or early 2009.   However, with the art setback, the release has been pushed back.  Subsequent additions and developments then lead the team to decide to release the game as a more polished 1.0 version.  A date has not been decided yet, but the first three campaigns are done and relatively independent compared to the larger subsequent 3 campaigns.&lt;br /&gt;
&lt;br /&gt;
Recent years have shown considerable progress on the project, including a release of a private beta and addition of multiple ships and integrating new features that were recently added to the FSO engine (such as deferred and shadow lighting for cockpits, optimizations, and advanced scripting controls). &lt;br /&gt;
&lt;br /&gt;
In the most recent communications on Discord, co-community manager wookieejedi posted: &amp;quot;&#039;&#039;We are getting extremely close to releasing FotG publicly--one of the largest remaining milestones is having FSO release 25.0 stable (which is ideally not far away). We simply can’t wait to share the game with you all once those milestones are completed.&#039;&#039;&amp;quot; (May 4th, 2025)&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===Ship Lab shots===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Bwing.jpg&lt;br /&gt;
Image:Falcon2.jpg&lt;br /&gt;
Image:Xwing.jpg&lt;br /&gt;
Image:Ywing2.jpg&lt;br /&gt;
Image:Z95.jpg |&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Renders===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:FalconWallpaper.png&lt;br /&gt;
Image:TBrender.png&lt;br /&gt;
Image:TransportFinal.jpg&lt;br /&gt;
Image:Wallpaper.1-1280.png&lt;br /&gt;
Image:Wallpaper.2-1280.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[http://swc.hard-light.net/ Official Website]&lt;br /&gt;
*[https://discord.gg/k7ZMdmt Fate of the Galaxy Discord Server]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?board=143.0 Official Forum]&lt;br /&gt;
*[https://www.moddb.com/games/fate-of-the-galaxy Fate of the Galaxy on ModDB]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=66153</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=66153"/>
		<updated>2025-05-08T13:44:49Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: add disable AI transferring energy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-12|72a11fd542671e849042a2e8de0f090e5cbdae0d}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ai_profiles.tbl&#039;&#039;&#039; 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;
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the &amp;quot;FS2 RETAIL&amp;quot; AI profile. It&#039;s usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.&lt;br /&gt;
&lt;br /&gt;
{{Table232| This table can also be called &#039;&#039;&#039;mission_profiles.tbl&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
{{Table232| Can also be extended with &#039;&#039;&#039;xxx-msp.tbm&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;reset last_hit_target_time for player hits&#039;&#039;&#039;}}&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;fix ramming stationary targets bug&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;huge turret weapons ignore bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix linked primary weapon decision bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent turrets targeting too distant bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix heat seekers homing on stealth ships bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;allow vertical dodge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai class bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ai guards specific ship in wing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai path order bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;aspect bomb invulnerability fix&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;use actual primary range&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fighters/bombers with no shields can manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;fixed ship-weapon collisions&#039;&#039;&#039;}}&lt;br /&gt;
{{Table220|&lt;br /&gt;
*&#039;&#039;&#039;fighterbay arrivals use carrier orientation&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent negative turret ammo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix keep-safe-distance&#039;&#039;&#039;}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;fix good-rearm-time bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;no continuous turn on attack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;remove-goal properly removes play-dead order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;ships playing dead don&#039;t manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table234|&lt;br /&gt;
*&#039;&#039;&#039;hud squad messages use tactical disarm/disable&#039;&#039;&#039;}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;debris damage respects &#039;big damage&#039; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;force beam turrets to use normal fov&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;guards ignore protected attackers&#039;&#039;&#039;}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;fix avoid-shockwave bugs&#039;&#039;&#039;}}&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 &#039;&#039;&#039;FS2 Retail&#039;&#039;&#039;, 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;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Friendly Fire Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly weapon fire, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Self Damage:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines the maximum damage inflicted by self-hits, including shockwaves. -1 means no limit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  -1, -1, -1, -1, -1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&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;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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 Missiles 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;
*Note: The alternative spelling &amp;quot;Missles&amp;quot; is also accepted for backwards compatibility reasons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*This number is also checked when a ship checks for a new target, such as using the goal attack-any. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$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;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the time after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI&#039;s aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&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: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&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;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;Integer 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 for an AI to hesitate about firing a secondary or homing turret weapon at the player. Values range from 0-6, at 0 they will frequently hesitate, at 6 they will never hesitate.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4&lt;br /&gt;
* Mechanic details: AIs are only allowed to fire homing secondaries or turrets with homing weapons at the player in a limited window of time. The window starts every ten seconds, and lasts (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) 7ths of that ten second cycle. Each ship has it&#039;s own cycle, so their windows are not all synchronized.&lt;br /&gt;
* Example: a value of 1 becomes 2/7ths, so ships can fire homing weapons at the player for roughly 2.85 seconds at a time, then are unable to fire them for 7.15 seconds.&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;
===$free afterburner use:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*If set, the AI will use afterburners in more situations.}}&lt;br /&gt;
&lt;br /&gt;
===$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 1.1 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;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$check communications for non-player ships:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, every ship will have the same communications subsystem restrictions as the player, including minimum strength to send messages and EMP scramble status.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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 *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable player secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, players are not allowed to dual-fire their secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$disable ai secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, AIs are not allowed to dual-fire their secondaries.}}&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;
===$fix ramming stationary targets bug:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, AI ships will try not to crash into stationary targets.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3147 Mantis #3147].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, ships that are on different teams and ships that are outside the player&#039;s squadron will be allowed to send death screams.  Additionally, the game will no longer cap a maximum number of screams per mission.  (This flag originated as a customization of message behavior for the Wing Commander Saga mod.)&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform less checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22fov_edge_checks.22|&amp;quot;fov edge checks&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22target_requires_fov.22|&amp;quot;target requires fov&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Normally, 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 flag to YES to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES; to get rid of retail behavior you would specify NO. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Default: NO.&lt;br /&gt;
* When no, when any secondary encounters any beam it is instantly destroyed regardless of if it is marked as interceptable, has a health value, or any other circumstance that would normally apply to interception by other weapons.&lt;br /&gt;
* When true, damage and health values are respected in these circumstances. Secondaries without hitpoints are still destroyed, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*By default, an aspect seeker that&#039;s been decoyed by a CM just flies straight forward, while a heatseeker in the same position will actively home in on the CM.  This flag makes aspect seekers match heatseeker behavior in this regard.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$support don&#039;t add primaries:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, the support ship will not equip a new primary weapon into an empty bank.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay arrivals use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships arriving via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they exit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay departures use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships departing via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they enter.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris damage respects &#039;big damage&#039; flag:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Causes damage inflicted by debris to be limited by the &#039;big damage&#039; flag in the same way as damage inflicted by weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t limit change in speed due to physics whack:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the speed change due to physics whacks (collision, shockwave, etc.) is unlimited.  Without this flag, the speed change will be capped at 440 m/s if it exceeds 500 m/s.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$guards ignore protected attackers:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the AI will not guard against ships that have the &amp;quot;protect-ship&amp;quot; flag.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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 lose its mind 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;
===$default weapon select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$no warp camera:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, prevents the view from switching to the external camera when the player warps out.&lt;br /&gt;
*Note: this flag is deprecated and may get moved to another table without further notice.}}&lt;br /&gt;
&lt;br /&gt;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$strict turret-tagged-only targeting:===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*When set, newer turret-tagged-only behavior will be enabled.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3114 Mantis #3114].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$aspect bomb invulnerability fix:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs.  Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$glide decay requires thrust:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, gliding ships will maintain their current speed without decay as long as they aren&#039;t actively thrusting.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai can slow down when attacking big ships:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*When set, fighters attacking big ships will slow down depending on how long they&#039;ve been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it&#039;s been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use actual primary range:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$override radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, this value overrides the default distance for determining if a ship had reached a point in a model subsystem path. Useful to allow ships with high damp values to navigate subsystem paths when attacking a subsystem. Must be greater than or equal to 1. If &#039;&#039;&#039;&#039;&#039;$use POF radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set than this override value will only be used if the point in the subsystem path is less than 1 or invalid. &lt;br /&gt;
*5 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use POF radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, the distance for determining if a ship had reached a point in a model subsystem path will be the radius of that path point, not the default distance of 5.  &lt;br /&gt;
*Off by default. If this is set to YES and &#039;&#039;&#039;&#039;&#039;&#039;$override radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set to greater than or equal to 1, then the path point radius will be used. If the path point radius cannot be found or is less than 1 then override radius will be used if it is set to greater than or equal to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$lead indicator second-order prediction factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*This is a 0 to 1 multiplier of a factor to adjust the lead indicator to take into account a ship&#039;s rotational velocity as well as its velocity. This will directly affect autoaim, making it more accurate for turning enemies.&lt;br /&gt;
*This &#039;&#039;will&#039;&#039; make the lead indicator slightly jitterier in general, and does not properly take into account gliding. It is recommended to adjust the value to fit your situation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$no directional bias for missile and ship turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When enabled, this will cause ships and missiles to take direct turning paths to point at their target. This does not directly affect their turning time, but in many situations will result in more efficient paths and a better time-to-target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$respect ship axial turnrate differences:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will use the average of their pitch and heading turn times for their turn time on all axes. If this is enabled the ship will actually use the tabled values for each axis.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;&#039;&#039;:The AI will &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; take this into account when turning, it will always turn directly towards its target, even if it could bank and use a faster axis instead. Use this flag carefully, and make sure that their your ships have exactly the turn times you want for each axis.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$any ship with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on any ship to manage ETS for weapons and engines even if they do not have shields set to on. Do note that in Vanilla FS2, some capital ships can go much faster with this enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighters/bombers with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on fighters and bombers to manage ETS for weapons and engines even if they do have shields set to on.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ships playing dead don&#039;t manage ETS:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Prevents ships from managing their ETS is they are currently playing dead.  Managing ETS could lead to unexpected speed changes in ship-maneuver.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better combat collision avoidance for fightercraft:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while fighting, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat collision avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better combat collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===$better guard collision avoidance for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while guarding, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+combat guard avoidance aggression for fightercraft:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Requires $better guarding collision avoidance for fightercraft: to be set above. Sets the avoidance aggression value for avoiding colliding with large ships while fighting, higher numbers increase collision avoidance.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.5)}}&lt;br /&gt;
&lt;br /&gt;
===$firing requires exact los:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause turrets and AI weapons to only fire if they have a clear line of sight from their firing point to their target&#039;s ship&#039;s center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$exact los minimum detection radius:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*The minimum radius of objects that are considered for line-of-sight when using the &#039;&#039;$firing requires exact los:&#039;&#039; flag.  The default is 10.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved missile avoidance for fightercraft:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fighters/bombers will be much more effective at dodging missiles in general. Of note is that AI do not normally care about countermeasure effect range before dropping them (only distance less than 200m), with this flag, they will only drop them if within countermeasure range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI profile countermeasure chance:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class profile countermeasure firing chance. By default Friendly ships always use the second value in &#039;&#039;&#039;$AI Countermeasure Firing Chance:&#039;&#039;&#039; from default AI profile. The older name of &amp;quot;$friendly ships use AI profile countermeasure chance:&amp;quot; also enables this flag. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved subsystem attack pathing:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fightercraft will use a somewhat more efficient and faster subsystem attack pathing method.&lt;br /&gt;
*Notably, this method &#039;&#039;does not&#039;&#039; use the path system. Using this flag, aside from docking and fighter bay paths, &#039;&#039;all other&#039;&#039; paths will be ignored and are no longer necessary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fixed ship-weapon collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Fixes an error in ship-weapon collisions which would occasionally cause them to not trigger when they should.&lt;br /&gt;
*Most obvious when projectiles would erroneously bypass a full shield quadrant and damage the hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI secondary range awareness:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Controls if the AI considers weapon range at all when selecting a secondary weapon to attempt to use. Currently available options are:&lt;br /&gt;
*&#039;RETAIL&#039;: The default. After performing filtering logic based on the target types and weapon flags, the AI will select the first valid secondary bank as its active one, regardless of range.&lt;br /&gt;
*&#039;AWARE&#039;: As retail, except that if a weapon is out of range it the AI will keep looking down the list to see if it has a weapon that is in range, and use that instead if it does. All other weapon selection and restriction logic still applies.}}&lt;br /&gt;
&lt;br /&gt;
===$no shield damage from ship collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Normally, the heavier ship in a collision will receive shield damage from the collision if it has one.&lt;br /&gt;
*This disables that, and causes all involved ships to only take hull damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$turret target recheck time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Defines the amount of time between target recalculation for turrets.&lt;br /&gt;
*Affects turret reaction time in all scenarios, acquiring a target from idle, re-affirming the current target, switching to a new target or even a new subsystem on the same target.&lt;br /&gt;
*Be aware setting this value too low can have an extreme performance impact. It is recommended to not set this below 30 ms.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*Default: 2000}}&lt;br /&gt;
&lt;br /&gt;
===$prevent negative turret ammo:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*By default, turrets with ammo would end up firing one extra shot, resulting in a -1 ammo. This flag corrects that behavior, so the ammo count is properly used. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix keep-safe-distance:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Allows any ship flying the keep-safe-distance behavior to turn toward its goal point. Without this flag, ships will fly into the distance in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI ignores aspect lock for leading:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*When off, AI fighters follows retail behavior of aiming directly at a target when using aspect lock missiles. When on AIs ignore this consideration and always lead their targets when attempting to aim at them.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: on}}&lt;br /&gt;
&lt;br /&gt;
===$fix good-rearm-time bug:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the &amp;quot;good rearm time&amp;quot; SEXP to correctly expire (revert to being a &amp;quot;bad rearm time&amp;quot;) at the end of the specified time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no continuous turn on attack:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Prevents an AI behavior where fighters/bombers will spin around for a second or two when they acquire a target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$remove-goal properly removes play-dead order:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes remove-goal to take the ship out of the play-dead AI mode when removing the play-dead goal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrivals not time limited:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes AI to always complete a bay arrival path, even if it takes longer than 10 seconds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use adjusted AI class autoscale:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes autoscaled AI classes to scale only based on the collection of autoscaled AI classes, not all AI classes.  This prevents autoscaled calculations from being skewed by the presence of non-autoscaled classes in the list.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$carry shield difficulty scaling bug:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Enables an erroneous behavior where player damage difficulty scaling is applied twice to damage from area blasts and shockwaves, greatly changing the effective difficulty scaling. This is a &#039;&#039;bug&#039;&#039; that should not be enabled, unless the mod was balanced during the time between 3.6.14 and 23.1 (mods [[Game_settings.tbl#.24Target_Version:|targeting within those versions]] automatically have this flag enabled).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows debris to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$asteroids affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows asteroids to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$dynamic goals afterburn hard:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Will cause all dynamic goals (such as a fighter defending itself, or a fighter chasing an attacker as part of a guard order) to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$player orders afterburn hard:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause all player orders to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use tactical disarm/disable:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Will cause disarm or disable orders issued by the hud squadmsg menu (i.e. player orders) to be &#039;tactical&#039; goals that do not cause the target to be protected from attack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use ai-form-on-wing-new:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Will cause form-on-wing orders issued by the hud squadmsg menu (i.e. player orders) to be the &#039;new&#039; variant that does not clear other goals assigned to the same ship/wing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$align to target when guarding stationary ship:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause ships to match the target&#039;s orientation when following a guard order, rather than facing directly away from the target which is the normal behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$rotation factor multiplier for player collisions:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Allows modders to have players experience rotational effects from collisions. This value is multiplied by the value of [https://wiki.hard-light.net/index.php/Ships.tbl#.2BRotation_Factor: $Collision Physics: +Rotation Factor:] in the ships table (which is specified for the ship class).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$fix avoid-shockwave bugs:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes a number of bugs affecting the behavior of AI ships trying to avoid ship or weapon shockwaves.  With this flag enabled, the AI will be aware of the correct homing position and impact position of the weapon being evaded, will check the correct ship for shockwave damage, and will properly update stale shockwave-avoidance data.  See PR 6378 for more details.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe used more:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets if the AI tries to always entry strafe mode when attacking large ships even if there are no hostile fighters nearby. By default the AI will only entry strafe mode if the speed is below &#039;$standard strafe triggers under this speed:&#039; and enemy fighters are nearby.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$standard strafe triggers under this speed:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the velocity under which the AI checks if they should enter strafe mode when attacking large ships. Setting this value higher and enabling $standard strafe used more:&#039; will result in the AI strafing by continually moving, instead of parking next to a big ship and blasting it while not moving. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 3.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe distance from target bounding box:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the distance at which the AI flies away from their target&#039;s bounding box to attempt a strafing run when attacking large ships. Setting this value higher will result in ships doing fewer longer distance strafing runs.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)}}&lt;br /&gt;
&lt;br /&gt;
===$strafe stops after time unhit:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the time duration of a strafing run when attacking a big ship if the attacking ship has not been hit. After this time elapses the AI will stop the current strafing run and loop back to logic of determining of whether or not to do another strafing run. Set higher to allow for longer duration strafing runs. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 20.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard uses big-orbit for target radius above:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets the radius of a guardee ship that will trigger the guarder to use the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. This &#039;big guard&#039; mode differs from normal guard, where the AI will attempt to match the speed of the guardee if it is moving, and if it is stationary, it will fly somewhat randomly in circles around it.   &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 500.0)}}&lt;br /&gt;
&lt;br /&gt;
===$guard with big-orbit uses max speed percent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Sets maximum percent velocity of a guarder ship when it is using the &#039;big guard&#039; mode, which is where the guarder will fly around the guarder following a cylindrical shape. By default, this value is 1.0, where the AI will fly around this cylindrical shape at full throttle. Value must be greater than 0 and less than or equal to 1. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)}}&lt;br /&gt;
&lt;br /&gt;
===$unify usage of AI Shield Manage Delay:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies all AI ships to use their specific AI class shield manage delay. By default, Friendly ships always use the second value in &#039;&#039;&#039;AI Shield Manage Delay:&#039;&#039;&#039; from default AI profile.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$disable AI transferring energy:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Prevents AI ships from transferring energy between weapons and shields. AI ships are allowed to attempt transferring energy by default, but some mods may disable this feature for the mod and wish to also ensure the AI does not use it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$enable freespace 1 style missile behavior:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Weapons.tbl#.22freespace_1_missile_behavior.22|Can be applied on a per-weapon basis]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&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;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&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 Missiles 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,  1.333,0.5,  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;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&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:        0.1,  0.2,  0.35, 0.5,  0.6&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;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&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;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         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>Wookieejedi</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=66043</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=66043"/>
		<updated>2025-03-19T12:34:36Z</updated>

		<summary type="html">&lt;p&gt;Wookieejedi: /* $Enable in-game options: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-10|642111676012bc6696f4024c40296a6c20b3b958}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;game_settings.tbl&#039;&#039;&#039;, also known as mod.tbl, defines options that can be changed globally.  All settings are optional.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl#$Target_Version:|target version]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table220|&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Turret_Collisions:|Fixed Turret Collisions]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Missile_Detonation:|Fixed Missile Detonation]]&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Damage_All_Object_Types_Once:|Shockwaves Damage All Object Types Once]]&lt;br /&gt;
*[[game_settings.tbl#$AI_use_framerate_independent_turning:|AI use framerate independent turning]]&lt;br /&gt;
*[[game_settings.tbl#$Use_host_orientation_for_set-camera-facing:|Use host orientation for set-camera-facing]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table230|&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Inherit_Parent_Weapon_Damage_Type:|Shockwaves Inherit Parent Weapon Damage Type]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Chaining_To_Repeating_Events:|Fixed Chaining To Repeating Events]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*[[game_settings.tbl#$Calculate_subsystem_hitpoints_after_parsing:|Calculate subsystem hitpoints after parsing]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GAME SETTINGS==&lt;br /&gt;
Contains settings that affect how the engine works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Version:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Specifies the minimum version of FreeSpace Open that this mod supports. If the version specified here is greater than the version of the current build, an error message is displayed.&lt;br /&gt;
}}&lt;br /&gt;
{{Table381|&lt;br /&gt;
The $Minimum version option has been renamed to $Target Version. The old name is kept with the same functionality for backwards-compatibility.&lt;br /&gt;
&lt;br /&gt;
The target version specifies what version of the FSO engine this mod was created for. It will be used by the engine to enable or disable backwards-incompatible changes by default. The default value is 2.0 which specifies that the mod targets the retail engine version.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Major:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the major component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Minor:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the minor component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;7&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Build:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the build component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Revision:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any).&lt;br /&gt;
For nightly builds this is the date in YYYYMMDD format.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;20151121&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window title:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the name of the FSO window when this mod is running. If blank or unspecified, the window will have the default title of &amp;quot;FreeSpace 2&amp;quot;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window icon:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the icon filename of the FSO window when this mod is running. If blank or unspecified, the window will have the default icon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod title:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the title of the mod and will be displayed at the mainhall near the FSO version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod title on its own.  Previously, the mod version was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod version:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the version of the mod and will be displayed at the mainhall near the FSO version. Can be a string or it can be semantic versioning such as 2.0.0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod version on its own.  Previously, the mod title was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unicode mode:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Enabled the Unicode text mode for this mod. In Unicode mode all text is assumed to be UTF-8 encoded Unicode and certain features are disabled if they do not have full Unicode support. Most notably, if this is enabled then the engine will no longer support the old bitmap fonts that were used by Retail FreeSpace. Only the newer TrueType fonts will be supported.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash screens:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Defines a list of splash screens that FSO can display upon game startup. The actual image displayed is chosen at random from the applicable entries. Entries with exact aspect ratio matches will be prioritized first, followed by aspect ratio ranged matches, followed by entries without an aspect ratio specified.}}&lt;br /&gt;
&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The name of the bitmap to use as a splash screen. Extension will be removed if included.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Bitmap: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio matches the specified number within +/- 0.01.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Min:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at least the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Min: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Max:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at most the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Max: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade in time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade in.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade out time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Center splash logo:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets whether the splash logo will be displayed in the middle of the screen.  If this is false (the default), it will be displayed at the top-left.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable FSO Internal Loadout Restoration System:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
When the player configures the ships and weapons of the wings in the loadout screen, FSO will remember these settings and attempt to apply them again if the player quits the mission and comes back to it later.  FSO will only remember the most recent mission&#039;s loadout, so it will not attempt to restore the loadout if the player loads a different mission.  It will also not attempt this if the mission&#039;s &#039;&#039;$Modified:&#039;&#039; date has changed.  This flag can be used to prevent FSO from attempting restoration even if it normally would.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==#LOCALIZATION SETTINGS==&lt;br /&gt;
Contains various settings related to localization and language support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use tabled strings for the default language:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Causes the game to use the text in strings.tbl and tstrings.tbl even when the current language is English.  By default, the game will use the literal text in the source code and the data files (tables and missions) and will not look up the entry when the language is English.  For other languages, the translation is always used, if it exists, regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t pre-empt training message voice:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Prevents training messages from being interrupted by other training messages.  If a training message has a voice file associated with it, or simulated speech is active, the next message will not be played until the current message has finished.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
This group contains various Campaign related settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Ignored Campaign File Names===&lt;br /&gt;
Defines which campaigns, if present, will not appear in the Campaign Room. In the original implementation, only single-player campaigns could be ignored and file extensions were required, but see below.&lt;br /&gt;
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}&lt;br /&gt;
{{Table382|As of 3.8.2, file name comparisons are not case sensitive and multiplayer campaigns can be ignored.}}&lt;br /&gt;
====$Campaign File Name:====&lt;br /&gt;
File name of the campaign to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===#Ignored Mission File Names===&lt;br /&gt;
{{Table382|Defines which standalone missions, if present, will not appear in the Tech Room or Multiplayer Lobby.  Both single-player and multiplayer missions can be ignored, but missions which appear in a campaign cannot.  File extensions are not required and, if present, are removed by the code.  File name comparisons are not case sensitive.&lt;br /&gt;
====$Mission File Name:====&lt;br /&gt;
File name of the mission to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Red-alert applies to delayed ships:===&lt;br /&gt;
{{Table372|Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#HUD SETTINGS==&lt;br /&gt;
This group contains various HUD behavior settings and overrides&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 0 ms&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene camera displays HUD:===&lt;br /&gt;
Show the HUD when the cutscene camera is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Full color head animations:===&lt;br /&gt;
Enables full-color head ANIs. Normal head ANIs will appear in gray.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t automatically select a turret when targeting a ship:===&lt;br /&gt;
{{Table220|Uses FS1 behavior where targeting a new ship did not target any turrets.  In FS2 a turret is automatically targeted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supernova hits at zero:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Adjusts the HUD timer so that the timer reaches zero when the supernova hits the player.  The actual timing is not affected -- whether the flag is enabled or not, the supernova will always hit the player when 5 seconds remain in the time specified in the sexp.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always warn player about unbound keys used in Directives Gauge:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Ensures that the &amp;quot;Key Unbound&amp;quot; message will pop up for a directive with an unbound key in any single-player mission, not just a training mission. Note, that the default string (index 426) will still say &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with training.&amp;quot; Thus, it is advised to change the string at index 426 using the -lcl.tbm to &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with this mission.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD drop shadows enabled by default:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If this flag is active, certain elements displayed on the HUD (all text, the main targeting reticle, and the background of the ETS gauges) will have a &amp;quot;drop shadow&amp;quot; effect.  Note that whether or not the flag is active, the player can set this using the &amp;quot;Toggle HUD Drop Shadows&amp;quot; control.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify scanning behavior:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
Unifies scanning behavior between subsystem, regular, and cargo allowing missions to use all scan types in all situations. Also allows changing the &amp;quot;Cargo:&amp;quot; text line in a mission by adding &amp;quot;$Cargo Title: STRING&amp;quot; after the &amp;quot;$Cargo 1:&amp;quot; or &amp;quot;$Cargo 2:&amp;quot; lines in the mission file. FRED UI support not yet added for $Cargo Title so you have to do it manually.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t show callsigns in the escort list:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
By default, callsigns are shown in the escort list using the same format as in the target box.  If this flag is active, callsigns will not be displayed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
This group contains SEXP settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this allows all events in a chain to repeat, instead of only the last one.  It makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Chaining To Repeating Events:===&lt;br /&gt;
{{Table230|When set, this makes event chaining to repeated events work as designed - that is, the chained event will only be evaluated after the chain delay.  If the repeating event&#039;s interval is shorter than the chain delay, then the delay countdown will continually be restarted until all repetitions have completed.  Without this flag, FSO will emulate retail behavior which, due to a bug, allowed chained events to be evaluated immediately after a repeating event is first evaluated.&lt;br /&gt;
&lt;br /&gt;
NOTE: Although the name does not reflect it, the same issue affects repeating events that are evaluated by &amp;lt;tt&amp;gt;is-event-true-delay&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;is-event-false-delay&amp;lt;/tt&amp;gt;.  Without this flag, FSO will emulate retail behavior which causes these SEXP operators to ignore any delay when evaluating repeated events.  With this flag, the delay will be measured from when the final repeat iteration occurs.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Use host orientation for set-camera-facing:===&lt;br /&gt;
{{Table220|When set, this will take into account the host orientation for cutscene cameras.  This is a bugfix for [https://github.com/scp-fs2open/fs2open.github.com/issues/3889 GitHub issue #3889].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle uses pixels:===&lt;br /&gt;
{{Table222|When set, SEXPs which display subtitles will read their arguments as pixels, not percentages.  If &amp;lt;code&amp;gt;$Show-subtitle base resolution:&amp;lt;/code&amp;gt; is set, these pixels will be scaled up or down as needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle base resolution:===&lt;br /&gt;
{{Table222|When set, subtitles are assumed to display at the appropriate size in the specified resolution, and will be scaled up or down if the current screen resolution is different.  If this is not set, or is set to a resolution less than (640, 480), subtitles will not be scaled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD-set-coords base resolution:===&lt;br /&gt;
{{Table232|The hud-set-coords SEXP has always used exact pixels, without regard for the current screen resolution.  This setting enables a similar scaling mechanism as &#039;&#039;$Show-subtitle base resolution:&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$$Always Show Directive Value Count:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If this setting is enabled, Directive-as-Value values in Directives will always show the number. By default this is disabled, and only values &amp;gt; 1 are shown. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
This group contains settings related to graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; (0-3)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (very high)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Briefing Window FOV:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375; some previous versions of FSO used a value of 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (0.0 to 1.0)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.29375&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Generic Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of the pain red flash when the player is hit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of a pain flash when the player&#039;s shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the intensity of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Color:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the RGB color value of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: Color, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(255, 255, 127)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$BMPMAN Slot Limit:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Determines the maximum number of textures that can be loaded simultaneously. This includes every frame of an animation, unless that animation is streaming (e.g. command briefing animations, message talking heads, etc). Also includes dynamically-created textures (used internally for various functions).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Int&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 3500&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;4750&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 10)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the EMP lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (255, 255, 10)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the damage lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the damage lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Requires Rendering Feature:===&lt;br /&gt;
{{Table210|Needs description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Render player muzzle flashes in cockpit:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether muzzle flashes will be shown within the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which glowpoints are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shield effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which thruster flares are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether beam weapons will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which beam effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 4.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a beam effect affects its visibility. This is multiplied by the radius of the beam and added to the above for the final value. This results in larger beams being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether lasers, missiles, countermeasures, etc will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Weapon visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which laser-type weapons are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.3}}&lt;br /&gt;
&lt;br /&gt;
====+$Trail visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which trails (weapon and ship contrails) are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Shockwave visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shockwave effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 2.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Particles affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether particle effects, including impact effects, will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which particle effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a particle effect affects its visibility. This is multiplied by the radius of the particle and added to the above for the final value. This results in larger particles being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fireballs affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether fireballs from ship explosions will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which fireballs are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a fireball affects its visibility. This is multiplied by the radius of the fireball and added to the above for the final value. This results in larger fireballs being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Quality Default:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the default level for shadow quality if the &#039;enable_shadows&#039; command line is used and &#039;shadow_quality&#039; is not used. By default, the FSO will set the shadow detail level to 2. Valid values are 0 (shadows disabled), 1 (Low, 512x512 shadow map), 2 (Medium, 1024x1024 shadow map), 3 (High, 2048x2048 shadow map), or 4 (Ultra, 4096x4096). Note, the command line &#039;shadow_quality&#039; will override any value set here.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the game scene uses. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(200.0, 600.0, 2500.0, 8000.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances Cockpit:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the cockpit pass scene uses. Will only shadow the cockpit model, and does not interact with the external game scene shadow map. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(0.25, 0.75, 1.5, 3.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Techroom:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the techroom.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Cockpit:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on the player cockpit in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Weapons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on weapons in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Ships:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship Casts Shadow:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When cockpit shadows are enabled, enabling this setting will cause the players ship model shown with &amp;quot;show ship&amp;quot; to cast shadow onto the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Model And Cockpit Share Coordinate Space:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When having the &amp;quot;show ship&amp;quot; flag enabled and cockpit models for a ship, this flag should be on if the cockpits can fit into the actual geometry of the ship model. Disable this flag if this is not the case and the cockpit needs to be rendered on top of the ship regardless of actual coordinates. If this can be enabled, the external show ship model can be rendered using deferred rendering.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship enabled only if Cockpits enabled:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Enabling this setting will only use the &#039;show-ship&#039; flag if cockpits are enabled. Useful if your ship uses both &#039;show-ship&#039; and cockpits that exist within the &#039;show-ship&#039; space, and you want to allow players to toggle off cockpits. Note, &#039;show-ship&#039; always only appears if in first-person view. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Thrusters:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Beams:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that beams will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Muzzle Flashes:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that muzzle flashes will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Trails:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that trails will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Lasers:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that lasers will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Easing Value:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Smooths out the behavior of maneuvering thruster flares the higher above 0 it is.&lt;br /&gt;
*This is the exponential time constant for the visual flare length to reach it&#039;s true length.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SCPUI attempts to load hires animations:===&lt;br /&gt;
{{Table230| &lt;br /&gt;
*Prevents SCPUI from trying to load anims prefixed with &amp;quot;2_&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: true}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table230| &lt;br /&gt;
===$Max draw distance:===&lt;br /&gt;
===$Min draw distance:===&lt;br /&gt;
*These values do more than just cutoff the visuals at certain distances, and they must be adjusted carefully to ensure unintentional rendering artifacts are not introduced.&lt;br /&gt;
*The rendering engine has limited amount of &#039;depth resolution&#039;, the degree to which it can tell a certain polygon is closer or farther away than another. When two polygons are too close, they will Z-fight, picking arbitrarily which is closer. It is the span between the min and max draw distance that determines how well the engine can determine depth, if they are too far from one another, the Z-fighting will become more common as it has to spread its resolution over a wider range. If they are close, Z-fighting will be lessened at the cost of a smaller range of distance able to be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*Default Values: 10,000,000,000 and 1, respectively&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table232| &lt;br /&gt;
===$Randomize particle rotation:===&lt;br /&gt;
*Particle bitmaps are typically screen-aligned; the upper portion of the bitmap will always be mapped to the upper portion of the particle, from the point of view of the camera. Enabling this option makes &#039;&#039;all&#039;&#039; particles have a random &#039;tilt&#039; in an arbitrary direction when created.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#NETWORK SETTINGS==&lt;br /&gt;
This group contains network-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2NetD port:===&lt;br /&gt;
*(description required)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default object update level for multiplayer:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the distances default object update rate  for multiplayer matches. By default, the FSO will set the object update level to 2. Valid values are 0 (Low), 1 (Medium), 2 (High), 3 (LAN). FSO caps the bandwidth it uses based on these settings, but they were designed for connections from 1999. LAN has the least restrictive limits and does not require an actual LAN connection. Also, if a player&#039;s connection is within the dial-up speed range then game auto force the use of the lowest level during a match.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SOUND SETTINGS==&lt;br /&gt;
This group contains sound-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Sound Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default sound fx volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Music Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default music volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.5&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Voice Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default voice volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use weapon class impact sounds for hits to player:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows weapons that hit the player to play their specific impact sounds, not the hard-coded default sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Play thruster sounds for the player:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If the player&#039;s ship has thruster sounds defined, this will ensure they are played like normal, since they are typically suppressed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#FRED SETTINGS==&lt;br /&gt;
This group contains settings for FRED. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable Hard Coded Message Head Ani Files:===&lt;br /&gt;
{{table371|&lt;br /&gt;
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Add Message Head Ani Files:===&lt;br /&gt;
{{table224|&lt;br /&gt;
FRED will append each +Head entry listed below to the head ani selection list in the Event Editor.}}&lt;br /&gt;
&lt;br /&gt;
====+Head:====&lt;br /&gt;
{{table224|&lt;br /&gt;
The head ani filename to add. Extensions will be stripped if included.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Head: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable scripting in FRED:===&lt;br /&gt;
{{table382|&lt;br /&gt;
If set, scripting will be enabled in FRED. Use with extreme caution. The effects of scripts on FRED have not been fully tested. You can check if a script is running in FRED by using ba.inMissionEditor().&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED Briefing window resolution:===&lt;br /&gt;
{{table224|&lt;br /&gt;
The width and height of the briefing window in FRED. Defaults to 888x371. Note that changing this only affects FRED and can cause a mismatch to the ingame briefing view which defaults to 888x371 (or 555x232 for 640 base res).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;integer, integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;888,371&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ignore Music Files In Music Player:===&lt;br /&gt;
{{table232|Music files in this section will not be added to FRED&#039;s built-in music player.}}&lt;br /&gt;
====+File:====&lt;br /&gt;
{{table232|Specifies a file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;string&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED spacemouse nonlinearities:===&lt;br /&gt;
{{table232|&lt;br /&gt;
Allows setting custom nonlinearities and scaling for controlling FRED with a spacemouse.&lt;br /&gt;
}}&lt;br /&gt;
====+Sideways exponent:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The exponent for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Sideways scale:====&lt;br /&gt;
{{table232|The multiplier for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch exponent:====&lt;br /&gt;
{{table232|The exponent for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch scale:====&lt;br /&gt;
{{table232|The multiplier for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank exponent:====&lt;br /&gt;
{{table232|The exponent for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank scale:====&lt;br /&gt;
{{table232|The multiplier for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading exponent:====&lt;br /&gt;
{{table232|The exponent for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading scale:====&lt;br /&gt;
{{table232|The multiplier for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
This group contains miscellaneous settings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret&#039;s barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Missile Detonation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*When this flag is set, missiles which reach the center of a submodel will not detonate immediately; they will delay detonation until they have traveled another radius of the submodel.  This fixes missile impacts to submodels whose center lies outside the geometry of the submodel.  In other words, without this flag, a missile might detonate in the middle of the &amp;quot;bowl&amp;quot; of a concave submodel; with this flag, the missile will travel to the other side of the submodel before it detonates.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the 3d ship select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ships in ship/weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapon select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the 3d weapon select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapons in weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d overhead ship:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship overhead view instead of a bitmap in weapon select&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default overhead ship style:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*This specifies which style of overhead view to use if 3d overhead view is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;ROTATE&amp;quot; or &amp;quot;TOPVIEW&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always refresh selected weapon when viewing loadout:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*When set to true, this always refreshes the weapon shown in view box on the right side of the screen when opening the weapon loadout view. This ensures the viewed weapon is one that can actually be on the selected ship when first clicking on the weapon loadout screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents&#039; collision group setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flight controls follow eyepoint orientation:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that if the player ship&#039;s eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams Use Damage Factors:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default fiction viewer UI:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies which fiction viewer layout to use in missions that don&#039;t specify one. Possible values are as follows:&lt;br /&gt;
**&amp;quot;FS2&amp;quot;: Standard layout. Requires (2_)fictionviewer and (2_)fictionviewer-m to be present in data\interface.&lt;br /&gt;
**&amp;quot;WCS&amp;quot;: Moves the &amp;quot;Accept&amp;quot; button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.&lt;br /&gt;
**&amp;quot;auto&amp;quot;: Selects &amp;quot;WCS&amp;quot; if the appropriate files are present; otherwise, selects &amp;quot;FS2&amp;quot;. This is the default setting.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Movie subtitle font:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Specifies which font should be used for displaying subtitles in the cutscene player. This should be the name given to this font in the fonts table. Since movie subtitles can contain Unicode text it is a good idea to enable Unicode mode when movie subtitles are used but this is not enforced by this option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable built-in translations:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Turns off hard-coded translations, e.g. Transport -&amp;gt; Transporter in German.  All strings will either use their XSTR entry or else not be translated.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon shockwave damage respects huge ship flags:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Controls whether weapon shockwaves will respect the huge/supercap ship flags.  In retail they do not.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable external default scripts:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Enables the loading of external scripts with the same name as a built-in script. Otherwise, uses the version of the script included in the executable (currently, just cfile_require.lua).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines the speed the player must reach to warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;40.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target warpout match percent:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines how close to the warpout speed the player needs to be to actually warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.05&#039;&#039;&#039;&#039;&#039; (5%)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum player warpout time:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*The [[Ships.tbl#.24Warpout_Engage_Time:|default amount of time]], in seconds, warping out will take before actually starting to check whether the player is the right speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable in-game options:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Mode whereby various settings can be modified by FSO while it&#039;s still running, rather than being set by the launcher before execution. By default is now ON, and can be accessed by going to the Options menu and pressing F3. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;YES&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Shockwave Default Multiplier:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Amount of damage, as a multiple of normal shockwave damage, assigned to a weapon&#039;s [[Weapons.tbl#.24Dinky shockwave:|dinky shockwave]] by default. To get the same behavior FSO had from 2005-2019, set this to 0.25.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Always Damage Bombs:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Enables all bombs being damaged by shockwaves. Previously only those marked with flags could be damaged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Damage All Object Types Once:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Keeps any object from being damaged more than once by a shockwave.  The default behavior is for asteroids and flagged missiles to be damaged every frame by the shockwave.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Inherit Parent Weapon Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When enabled, the shockwaves of weapons that have a defined damage type automatically inherit that damage type, rather than dealing &amp;quot;typeless&amp;quot; damage. As this behavior is more intuitive than when this flag is disabled, mods targeting 22.4 or newer versions of FSO will have it enabled by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039; for mods targeting 22.4 or newer versions of FSO, otherwise &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When combined with &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot;, this string is added to the inherited damage type to define the shockwave&#039;s damage type. For example, if a weapon has the damage type &amp;quot;heavy&amp;quot; and the provided suffix is &amp;quot;-shock&amp;quot;, then that weapon&#039;s shockwave&#039;s damage type would default to &amp;quot;heavy-shock&amp;quot;.&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Dinky Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Inherited Shockwave Damage Type Added Suffix:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If a weapon&#039;s shockwave doesn&#039;t have a damage type set, it will have this damage type instead (when &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot; is enabled, this will only be used if the weapon itself also doesn&#039;t have a damage type set).&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Dinky Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Default Shockwave Damage Type:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Engine Wash Intensity:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Allows the game to use the [[ships.tbl#.24Intensity::|Intensity]] value when calculating Engine Wash effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Apply HUD shudder to chase view:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Applies hud shudder (afterburner and engine wash) also to chase view. Does not override the command line toggle. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Swarmers Lead Targets:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes swarm missiles to lead their targets by default, and will make use of [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] if specified, like normal aspect seekers. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Threshold for Weapons Subsystems to Trigger Turret Inaccuracy:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the damage threshold for when turrets become less accurate due to weapon subsystem damage. In other words, how damaged do a ship&#039;s aggregated weapons systems have to be before the turrets become inaccurate? Value must be between 0.0-1.0 (includes 0.0 and 1.0).   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI use framerate independent turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Without this flag, missiles turn rate is directly dependent on the current framerate. When enabled their turn rate will be consistent, with the &amp;quot;true&amp;quot; turning taken to be observed turning at 60fps. This flag also affects ships, but the instability is only apparent at extremely low framerates, and so the change will not be apparent. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+AI respect tabled turn time and rotdamp:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Due to complicated physics issues caused by retail not using the above method, tabled turn times on ships and missiles are not representative of actual observed turn times. The above flag makes it consistent, but this flag will make it accurate to what is actually listed in the table. &lt;br /&gt;
*Additionally, rotdamp is now used properly by the AI in a similar manner to players. More rotdamp will result in slower rotational acceleration, and less results in faster acceleration.&lt;br /&gt;
*NOTE: BEWARE OF ADDING THIS FLAG TO AN EXISTING MODPACK. NEARLY EVERY SINGLE TURN TIME WILL NEED TO BE CHANGED.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player starts in third person/chase view by default:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*When this flag is set, a player will start the mission in the chase view, not in the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Custom briefing icons always override standard icons:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Custom ship briefing icons will always be shown when the briefing icon is a ship, but not when it is a non-ship icon such as a planet.  Set this flag to use custom briefing icons in all cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lead indicator behavior:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Changes how Lead Indicators behave when multiple weapon banks are linked and in range.&lt;br /&gt;
When set to default, if you have linked weapons, only the indicator for the one with the farthest range will be drawn.&lt;br /&gt;
When set to multiple, a lead indicator is drawn for all primary weapons in range when you have them linked.&lt;br /&gt;
When set to average, a single lead indicator is drawn in the average of the position where each of them would usually be drawn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** Valid options are &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;multiple&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;average&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use distant firepoint for all turrets:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the game to use firepoint-based target leading calculations for all turrets. This is useful if all or most turrets in a given mod has firepoints that are distant from their center-point.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable discord rich presence:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Enables or disables the built-in Discord game-status reporting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always hide hidden ships in hotkey list:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to always hide ships with HIDDEN hotkey (set in FRED), even in the in-mission hotkey menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Allow automatically assigning personas:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not the game will automatically assign personas to ships that have no persona set.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures use capacity:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not Countermeasures use tabled capacity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Calculate subsystem hitpoints after parsing:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Causes subsystem hitpoints to be calculated after all ships.tbl and -shp.tbm files have been parsed.  This allows subsystem percentages to correctly reflect the final hull value rather than the first hull value encountered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Fix scripted velocity:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*If this setting is enabled, object velocity set via script will wholly determine the change in position for that frame, ignoring &#039;&#039;all&#039;&#039; other in-engine concerns. Otherwise, the game engine will likely overwrite/ignore any changes, depending on when the changes were made in the frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #Ignored Campaign File Names&lt;br /&gt;
    $Campaign File Name: FreeSpace2.fc2&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Fix Turret Collisions: True&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Wookieejedi</name></author>
	</entry>
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