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	<updated>2026-11-15T10:47:52Z</updated>
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		<id>https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=64365</id>
		<title>Controlconfigdefaults.tbl</title>
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		<updated>2022-12-27T02:44:03Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* $Bind Name: */ Updated to hopefully clarify that these options and suboptions are deprecated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit| 2021-02-13 UTC | db2bd97669c949e7d68baa9560192b7d3ad96563}}&lt;br /&gt;
&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;controlconfigdefaults.tbl&#039;&#039;&#039; can be used to modify the default key bindings in FSO.&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigOverride==&lt;br /&gt;
* Starts an Override section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigOverride&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* Only entries that you want to change are required, the rest will use the default binding&lt;br /&gt;
* Entries not listed will be assigned to their default/hardcoded values.&lt;br /&gt;
{{Table371|&lt;br /&gt;
* Multiple #ControlConfigOverride...#End blocks can be provided.&lt;br /&gt;
** Each block defines a separate control config preset&lt;br /&gt;
** The &amp;quot;Defaults&amp;quot; button in the control config screen may be used to reset to the selected preset, then cycle through to the next preset.&lt;br /&gt;
** The first given block is used as the &amp;quot;global&amp;quot; defaults, and is used when working with the key-pressed SEXP and LUA scripts.&lt;br /&gt;
** Note: It&#039;s a good idea to also use [[Strings.tbl]] to change the &amp;quot;Defaults&amp;quot; text on the button to for example &amp;quot;Cycle\nPresets&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigPreset==&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Starts a Preset section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigPreset&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* All keybinds you wish to have bound must be specified, any unspecified keys will be unbound.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
* The name of this control config preset, displayed at the top left corner of the control config screen when selected through the &amp;quot;Defaults&amp;quot; button.&lt;br /&gt;
* If not provided, the first [[#ControlConfigOverride]] block will override the hardcoded defaults, all subsequent blocks will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&lt;br /&gt;
* If not provided, the [[#ControlConfigPreset]] block will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;&#039;&#039;&#039;&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;
===$Bind Name:===&lt;br /&gt;
*Name of the bind or action to modify the default key of.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Table of Bindings|Table of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
As of FSO 22.0, &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039;, &#039;&#039;&#039;$Key Default:&#039;&#039;&#039;, &#039;&#039;&#039;$Joy Default:&#039;&#039;&#039;, &#039;&#039;&#039;$Key Mod Shift:&#039;&#039;&#039;, &#039;&#039;&#039;$Key Mod Alt:&#039;&#039;&#039;, and &#039;&#039;&#039;$Key Mod Ctrl:&#039;&#039;&#039; are deprecated in favor of &#039;&#039;&#039;Bind:&#039;&#039;&#039; and its respective suboptions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Key Default:====&lt;br /&gt;
*Key to set as default&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]&lt;br /&gt;
{{Table372|&lt;br /&gt;
*May be unbound by specifying &#039;&#039;&#039;NONE&#039;&#039;&#039; instead of a key}}&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
As of FSO 22.0, &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039;, &#039;&#039;&#039;$Key Default:&#039;&#039;&#039;, &#039;&#039;&#039;$Joy Default:&#039;&#039;&#039;, &#039;&#039;&#039;$Key Mod Shift:&#039;&#039;&#039;, &#039;&#039;&#039;$Key Mod Alt:&#039;&#039;&#039;, and &#039;&#039;&#039;$Key Mod Ctrl:&#039;&#039;&#039; are deprecated in favor of &#039;&#039;&#039;Bind:&#039;&#039;&#039; and its respective suboptions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Joy Default:====&lt;br /&gt;
*Joystick button to set as default&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
As of FSO 22.0, &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039;, &#039;&#039;&#039;$Key Default:&#039;&#039;&#039;, &#039;&#039;&#039;$Joy Default:&#039;&#039;&#039;, &#039;&#039;&#039;$Key Mod Shift:&#039;&#039;&#039;, &#039;&#039;&#039;$Key Mod Alt:&#039;&#039;&#039;, and &#039;&#039;&#039;$Key Mod Ctrl:&#039;&#039;&#039; are deprecated in favor of &#039;&#039;&#039;Bind:&#039;&#039;&#039; and its respective suboptions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Shift:====&lt;br /&gt;
*Sets the key to require the Shift key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
As of FSO 22.0, &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039;, &#039;&#039;&#039;$Key Default:&#039;&#039;&#039;, &#039;&#039;&#039;$Joy Default:&#039;&#039;&#039;, &#039;&#039;&#039;$Key Mod Shift:&#039;&#039;&#039;, &#039;&#039;&#039;$Key Mod Alt:&#039;&#039;&#039;, and &#039;&#039;&#039;$Key Mod Ctrl:&#039;&#039;&#039; are deprecated in favor of &#039;&#039;&#039;Bind:&#039;&#039;&#039; and its respective suboptions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Alt:====&lt;br /&gt;
&lt;br /&gt;
*Sets the key to require the Alt key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
As of FSO 22.0, &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039;, &#039;&#039;&#039;$Key Default:&#039;&#039;&#039;, &#039;&#039;&#039;$Joy Default:&#039;&#039;&#039;, &#039;&#039;&#039;$Key Mod Shift:&#039;&#039;&#039;, &#039;&#039;&#039;$Key Mod Alt:&#039;&#039;&#039;, and &#039;&#039;&#039;$Key Mod Ctrl:&#039;&#039;&#039; are deprecated in favor of &#039;&#039;&#039;Bind:&#039;&#039;&#039; and its respective suboptions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Ctrl:====&lt;br /&gt;
* Sets the key to require the Ctrl key&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
As of FSO 22.0, &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039;, &#039;&#039;&#039;$Key Default:&#039;&#039;&#039;, &#039;&#039;&#039;$Joy Default:&#039;&#039;&#039;, &#039;&#039;&#039;$Key Mod Shift:&#039;&#039;&#039;, &#039;&#039;&#039;$Key Mod Alt:&#039;&#039;&#039;, and &#039;&#039;&#039;$Key Mod Ctrl:&#039;&#039;&#039; are deprecated in favor of &#039;&#039;&#039;Bind:&#039;&#039;&#039; and its respective suboptions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Bind:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The IoActionID of the action to bind to.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Table of Bindings|Table of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Primary:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes the following binding is a Primary binding of the control&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: (No arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$Controller:=====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes which controller this binding is for&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, any of the following:&lt;br /&gt;
**&#039;&#039;&#039;CID_NONE&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_KEYBOARD&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_MOUSE&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY0&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY1&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY2&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY3&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$Flags:=====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes a number of flags for button behavior&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, any of the following:&lt;br /&gt;
}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;AXIS_BTN&#039;&#039;&#039; || An axis that&#039;s treated as a digital control should it be deflected past a certain threshold (Note: WIP)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RELATIVE&#039;&#039;&#039;  || A relative axis which increases or decreases the control&#039;s value instead of directly setting its value. (Example: Relative Throttle)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INVERTED&#039;&#039;&#039;  || An axis who&#039;s input is inverted&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;AXIS&#039;&#039;&#039; || Input is an axis&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HAT&#039;&#039;&#039;  || Input is a POV HAT switch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BALL&#039;&#039;&#039; || Input is a trackball&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NONE&#039;&#039;&#039; || Input is assumed to be a standard button or key&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====$Input:=====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Which button, key, or axis is bound&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;string&#039;&#039;&#039;, any of the following:&lt;br /&gt;
&lt;br /&gt;
Joystick axes:&lt;br /&gt;
*&#039;&#039;&#039;X_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Y_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Z_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RX_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RY_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RZ_AXIS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Joystick Buttons:&lt;br /&gt;
*Buttons are simply the button number, such as &amp;quot;1&amp;quot; for button 1.&lt;br /&gt;
&lt;br /&gt;
Mouse Buttons:&lt;br /&gt;
*&#039;&#039;&#039;LEFT_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RIGHT_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;MIDDLE_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;X1_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;X2_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_UP&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_DOWN&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_LEFT&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_RIGHT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keyboard Keys:&lt;br /&gt;
[[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]&lt;br /&gt;
*Key modifiers &#039;&#039;&#039;ALT-&#039;&#039;&#039; and &#039;&#039;&#039;SHIFT-&#039;&#039;&#039; can be prepended to the Key ID.&lt;br /&gt;
**Example: &#039;&#039;&#039;ALT-J&#039;&#039;&#039;, &#039;&#039;&#039;SHIFT-KEY_Q&#039;&#039;&#039;, &#039;&#039;&#039;ALT-SHIFT-KEY_1&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Secondary:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes the following binding is a Secondary binding of the control&lt;br /&gt;
*Has the same suboptions as [[Controlconfigdefaults.tbl#$Primary:|$Primary]]&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: (No Arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Category:===&lt;br /&gt;
* Tab where the binding appears in the options menu.&lt;br /&gt;
* Valid entries:	TARGET_TAB, SHIP_TAB, WEAPON_TAB, COMPUTER_TAB&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Text:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
* The label of the control to use in the controls config menu.&lt;br /&gt;
* Is overridden by XSTR, if provided&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; This is meant to be a lazy temporary substitution to modifying [[strings.tbl]].  Your released mod should nstill provide its own strings.tbl.&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Has XStr:===&lt;br /&gt;
* Whether or not the binding has an entry in [[strings.tbl]]&lt;br /&gt;
** If &#039;&#039;&#039;0&#039;&#039;&#039;, assumes no XSTR is provided&lt;br /&gt;
** If &#039;&#039;&#039;1&#039;&#039;&#039;, assumes an XSTR is provided alongside the other ControlConfig strings according to its internal, hardcoded index&lt;br /&gt;
{{Table382|&lt;br /&gt;
** If any nonzero integer &amp;gt;1, is the exact XSTR index within [[strings.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Type:===&lt;br /&gt;
*Determines the type of control this is.&lt;br /&gt;
&lt;br /&gt;
*Valid entries:&lt;br /&gt;
**CC_TYPE_TRIGGER&lt;br /&gt;
***Normal control that activates upon the first press. Resetting devices (such as weapons) will keep firing as long as the key/button is held down.&lt;br /&gt;
**CC_TYPE_CONTINUOUS&lt;br /&gt;
***Control that activates when the key/button is held down, and stays activated until the key/button is released. Ex: Afterburner key.&lt;br /&gt;
*Optional&lt;br /&gt;
*Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
*Syntax &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Disable:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines whether the binding can be used and appears in the options menu. Can be used to hide bindings which are not needed, or to enable bindings which are hidden by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Disable===&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Disables the control&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: (No arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
* All [[#ControlConfigOverride]] and [[#ControlConfigPreset]] sections must be terminated by #End&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
===Post-22.0===&lt;br /&gt;
{{Table220|&lt;br /&gt;
This example is for Post-22.0 and does the following...&lt;br /&gt;
*Sets Clear Escort List to Alt-Shift-Q&lt;br /&gt;
*Sets Target Target&#039;s Attacker to Alt-Shift-J and Button 2 on Joystick 0, moves it to the Ship Tab, denotes it&#039;s type as a trigger and sets it to not have a XString&lt;br /&gt;
*Sets Transfer Energy from Shield to Laser to R&lt;br /&gt;
&lt;br /&gt;
Note that for compatibility, FSO builds 22.0 and later can still read Pre-22.0 format.&lt;br /&gt;
&lt;br /&gt;
Note: the indents are optional, and are provided to improve readibility.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ControlConfigOverride&lt;br /&gt;
&lt;br /&gt;
$Bind: ESCORT_CLEAR&lt;br /&gt;
  $Primary:&lt;br /&gt;
    $Controller: CID_KEYBOARD&lt;br /&gt;
    $Flags: NONE&lt;br /&gt;
    $Input: ALT-SHIFT-KEY_Q&lt;br /&gt;
&lt;br /&gt;
$Bind: TARGET_CLOSEST_SHIP_ATTACKING_TARGET&lt;br /&gt;
  $Primary:&lt;br /&gt;
    $Controller: CID_KEYBOARD&lt;br /&gt;
    $Flags: NONE&lt;br /&gt;
    $Input: ALT-SHIFT-KEY_J&lt;br /&gt;
  $Secondary:&lt;br /&gt;
    $Controller: CID_JOY0&lt;br /&gt;
    $Flags: NONE&lt;br /&gt;
    $Input: 2&lt;br /&gt;
  $Category: SHIP_TAB&lt;br /&gt;
  $Has XStr: 0&lt;br /&gt;
  $TYPE:     CC_TYPE_TRIGGER&lt;br /&gt;
&lt;br /&gt;
$Bind: XFER_LASER&lt;br /&gt;
  $Primary:&lt;br /&gt;
    $Controller: CID_KEYBOARD&lt;br /&gt;
    $FLAGS: NONE&lt;br /&gt;
    $Inpute: KEY_R&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pre-22.0===&lt;br /&gt;
This example is for Pre-22.0 and does the following...&lt;br /&gt;
*Sets Clear Escort List to Alt-Shift-Q&lt;br /&gt;
*Sets Target Target&#039;s Attacker to Ctrl-Alt-Shift-J, moves it to the Ship Tab, denotes it&#039;s type as a trigger and sets it to not have a XString&lt;br /&gt;
*Sets Transfer Energy from Shield to Laser to R&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ControlConfigOverride&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Clear Escort List&lt;br /&gt;
$Key Default:		KEY_Q&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Target Target&#039;s Nearest Attacker&lt;br /&gt;
$Key Default:		KEY_J&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
$Key Mod Ctrl:		1&lt;br /&gt;
$Category:		SHIP_TAB&lt;br /&gt;
$Has XStr:		0&lt;br /&gt;
$TYPE:			CC_TYPE_TRIGGER&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Transfer Energy Shield-&amp;gt;Laser&lt;br /&gt;
$Key Default:		KEY_R&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table of Bindings==&lt;br /&gt;
* This is a table of all possible bindings that can be modified, grouped into smaller tables for easier reference.&lt;br /&gt;
* &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039; column is to be used with &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039; entries, and &#039;&#039;&#039;$Bind:&#039;&#039;&#039; column is to be used with &#039;&#039;&#039;$Bind:&#039;&#039;&#039; entries.&lt;br /&gt;
* These bindings are case-sensitive&lt;br /&gt;
* Controls added after 22.0 might not have a &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039;.  Use the &#039;&#039;&#039;$Bind:&#039;&#039;&#039; identifier instead.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Targeting&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Ship || TARGET_NEXT&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Ship || TARGET_PREV&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Closest Hostile Ship        || TARGET_NEXT_CLOSEST_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Closest Hostile Ship    || TARGET_PREV_CLOSEST_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Targeting                   || TOGGLE_AUTO_TARGETING&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Closest Friendly Ship       || TARGET_NEXT_CLOSEST_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Closest Friendly Ship   || TARGET_PREV_CLOSEST_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| Target Ship in Reticle                  || TARGET_SHIP_IN_RETICLE&lt;br /&gt;
|-&lt;br /&gt;
| Target Targets Nearest Attacker         || TARGET_CLOSEST_SHIP_ATTACKING_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| Target Last Ship to Send Transmission   || TARGET_LAST_TRANMISSION_SENDER&lt;br /&gt;
|-&lt;br /&gt;
| Turn Off Targeting                      || STOP_TARGETING_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Closest Attacking Ship           || TARGET_CLOSEST_SHIP_ATTACKING_SELF&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Escort Ship                 || TARGET_NEXT_ESCORT_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Closest Repair Ship              || TARGET_CLOSEST_REPAIR_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Uninspected Cargo           || TARGET_NEXT_UNINSPECTED_CARGO&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Uninspected Cargo       || TARGET_PREV_UNINSPECTED_CARGO&lt;br /&gt;
|-&lt;br /&gt;
| Target Newest Ship in Area              || TARGET_NEWEST_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Targets Target                   || TARGET_TARGETS_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Hostile Bomb or Bomber      || TARGET_NEXT_BOMB&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Hostile Bomb or Bomber  || TARGET_PREV_BOMB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Targeting Subsystems and Turrets&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Target Subsystem in Reticle      || TARGET_SUBOBJECT_IN_RETICLE&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Subsystem            || TARGET_NEXT_SUBOBJECT&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Subsystem        || TARGET_PREV_SUBOBJECT&lt;br /&gt;
|-&lt;br /&gt;
| Turn Off Targeting of Subsystems || STOP_TARGETING_SUBSYSTEM&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Live Turret          || TARGET_NEXT_LIVE_TURRET&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Live Turret      || TARGET_PREV_LIVE_TURRET&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Weapons&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Fire Primary Weapon                || FIRE_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Fire Secondary Weapon              || FIRE_SECONDARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Forward Primary Weapon       || CYCLE_NEXT_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Backward Primary Weapon      || CYCLE_PREV_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Primary Weapon Firing Rate   || CYCLE_PRIMARY_WEAPON_SEQUENCE&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Secondary Weapon Bank        || CYCLE_SECONDARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Secondary Weapon Firing Rate || CYCLE_NUM_MISSLES&lt;br /&gt;
|-&lt;br /&gt;
| Launch Countermeasure              || LAUNCH_COUNTERMEASURE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Flight Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Forward Thrust     || FORWARD_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Reverse Thrust     || REVERSE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Bank Left          || BANK_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Bank Right         || BANK_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Pitch Forward      || PITCH_FORWARD&lt;br /&gt;
|-&lt;br /&gt;
| Pitch Backward     || PITCH_BACK&lt;br /&gt;
|-&lt;br /&gt;
| Turn Left          || YAW_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Turn Right         || YAW_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Right Thrust       || RIGHT_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Left Thrust        || LEFT_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Up Thrust          || UP_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Down Thrust        || DOWN_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Afterburner        || AFTERBURNER&lt;br /&gt;
|-&lt;br /&gt;
| Glide When Pressed || GLIDE_WHEN_PRESSED&lt;br /&gt;
|-&lt;br /&gt;
| Bank When Pressed  || BANK_WHEN_PRESSED&lt;br /&gt;
|-&lt;br /&gt;
| Match Target Speed || MATCH_TARGET_SPEED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Throttle Control&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Zero        || ZERO_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Max         || MAX_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to One-Third   || ONE_THIRD_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Two-Thirds  || TWO_THIRDS_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Increase Throttle 5 Percent || PLUS_5_PERCENT_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Throttle 5 Percent || MINUS_5_PERCENT_THROTTLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | HUD Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Toggle High HUD Contrast         || TOGGLE_HUD_CONTRAST&lt;br /&gt;
|-&lt;br /&gt;
| Toggle HUD                       || TOGGLE_HUD&lt;br /&gt;
|-&lt;br /&gt;
| Toggle HUD Wireframe Target View || HUD_TARGETBOX_TOGGLE_WIREFRAME&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Radar Range                || RADAR_RANGE_CYCLE&lt;br /&gt;
|-&lt;br /&gt;
| Communications Menu              || SQUADMSG_MENU&lt;br /&gt;
|-&lt;br /&gt;
| Show Objectives                  || SHOW_GOALS&lt;br /&gt;
|-&lt;br /&gt;
| Show Nav Map                     || SHOW_NAVMAP&lt;br /&gt;
|-&lt;br /&gt;
| Add or Remove Escort             || ADD_REMOVE_ESCORT&lt;br /&gt;
|-&lt;br /&gt;
| Clear Escort List                || ESCORT_CLEAR&lt;br /&gt;
|-&lt;br /&gt;
| -                                || TOGGLE_HUD_SHADOWS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Squadmate Messaging&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Attack My Target    || ATTACK_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Disarm My Target    || DISARM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Disable My Target   || DISABLE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Attack My Subsystem || ATTACK_SUBSYSTEM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Capture My Target   || CAPTURE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Engage Enemy        || ENGAGE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Form on My Wing     || FORM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Ignore My Target    || IGNORE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Protect My Target   || PROTECT_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Cover Me            || COVER_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Return to Base      || WARP_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Rearm Me            || REARM_MESSAGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Views&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Chase View                  || VIEW_CHASE&lt;br /&gt;
|-&lt;br /&gt;
| External View               || VIEW_EXTERNAL&lt;br /&gt;
|-&lt;br /&gt;
| Toggle External Camera Lock || VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK&lt;br /&gt;
|-&lt;br /&gt;
| Free Look View              || VIEW_SLEW&lt;br /&gt;
|-&lt;br /&gt;
| Current Target View         || VIEW_OTHER_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Increase View Distance      || VIEW_DIST_INCREASE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease View Distance      || VIEW_DIST_DECREASE&lt;br /&gt;
|-&lt;br /&gt;
| Center View                 || VIEW_CENTER&lt;br /&gt;
|-&lt;br /&gt;
| View Up                     || PADLOCK_UP&lt;br /&gt;
|-&lt;br /&gt;
| View Rear                   || PADLOCK_DOWN&lt;br /&gt;
|-&lt;br /&gt;
| View Left                   || PADLOCK_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| View Right                  || PADLOCK_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Top-Down View               || VIEW_TOPDOWN&lt;br /&gt;
|-&lt;br /&gt;
| Target Padlock View         || VIEW_TRACK_TARGET&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | ETS and Shields&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Increase Weapon Energy        || INCREASE_WEAPON&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Weapon Energy        || DECREASE_WEAPON&lt;br /&gt;
|-&lt;br /&gt;
| Increase Shield Energy        || INCREASE_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Shield Energy        || DECREASE_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Increase Engine Energy        || INCREASE_ENGINE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Engine Energy        || DECREASE_ENGINE&lt;br /&gt;
|-&lt;br /&gt;
| Equalize Energy Settings      || ETS_EQUALIZE&lt;br /&gt;
|-&lt;br /&gt;
| Equalize Shields              || SHIELD_EQUALIZE&lt;br /&gt;
|-&lt;br /&gt;
| Augment Forward Shield        || SHIELD_XFER_TOP&lt;br /&gt;
|-&lt;br /&gt;
| Augment Rear Shield           || SHIELD_XFER_BOTTOM&lt;br /&gt;
|-&lt;br /&gt;
| Augment Left Shield           || SHIELD_XFER_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Augment Right Shield          || SHIELD_XFER_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Transfer Energy Laser-&amp;gt;Shield || XFER_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
| Transfer Energy Shield-&amp;gt;Laser || XFER_LASER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Misc&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Enter Subspace (End Mission) || END_MISSION&lt;br /&gt;
|-&lt;br /&gt;
| Increase Time Compression    || TIME_SPEED_UP&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Time Compression    || TIME_SLOW_DOWN&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Pilot            || AUTO_PILOT_TOGGLE&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Nav Points             || NAV_CYCLE&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Gliding               || TOGGLE_GLIDING&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Speed Matching   || TOGGLE_AUTO_MATCH_TARGET_SPEED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Multiplayer Only&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message All             || MULTI_MESSAGE_ALL&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Friendly        || MULTI_MESSAGE_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Hostile         || MULTI_MESSAGE_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Target          || MULTI_MESSAGE_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Observer Zoom To Target || MULTI_OBSERVER_ZOOM_TO&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Toggle Network info     || MULTI_TOGGLE_NETINFO&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Self Destruct           || MULTI_SELF_DESTRUCT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Custom Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 1 || CUSTOM_CONTROL_1&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 2 || CUSTOM_CONTROL_2&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 3 || CUSTOM_CONTROL_3&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 4 || CUSTOM_CONTROL_4&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 5 || CUSTOM_CONTROL_5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Analog Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_HEADING_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_PITCH_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_BANK_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_ABS_THROTTLE_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_REL_THROTTLE_AXIS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Custom Controls===&lt;br /&gt;
{{Table382|&lt;br /&gt;
* &#039;Custom Control 1&#039;&lt;br /&gt;
* &#039;Custom Control 2&#039;&lt;br /&gt;
* &#039;Custom Control 3&#039;&lt;br /&gt;
* &#039;Custom Control 4&#039;&lt;br /&gt;
* &#039;Custom Control 5&#039;&lt;br /&gt;
&lt;br /&gt;
These are empty controls for modders and/or scripters to use.&lt;br /&gt;
&lt;br /&gt;
Disabled by default&lt;br /&gt;
&lt;br /&gt;
Default XSTR index is 0 (thus, they do not have an entry in [[strings.tbl]])&lt;br /&gt;
&lt;br /&gt;
The default key bindings are Shift-Alt (1-5) for Custom Control 1-5, respectively.&lt;br /&gt;
&lt;br /&gt;
To use these, create a new entry in a [[#ControlConfigOverride]] block and with the respective name. You should specify a label in [[strings.tbl]], otherwise they&#039;ll show up as &amp;quot;Custom Control&amp;quot; in the control config menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* $Bind Name: Custom Control 1&lt;br /&gt;
* $Has XStr: 1570&lt;br /&gt;
* $Disable: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Allowed Keys==&lt;br /&gt;
*Not all keys are checked by FSO for key bindings, so some of these may not work.&lt;br /&gt;
*List coppied from controlsconfigcommon.cpp and edited to make readable.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*List of keys&lt;br /&gt;
:&#039;KEY_0&#039;&lt;br /&gt;
:&#039;KEY_1&#039;&lt;br /&gt;
:&#039;KEY_2&#039;&lt;br /&gt;
:&#039;KEY_3&#039;&lt;br /&gt;
:&#039;KEY_4&#039;&lt;br /&gt;
:&#039;KEY_5&#039;&lt;br /&gt;
:&#039;KEY_6&#039;&lt;br /&gt;
:&#039;KEY_7&#039;&lt;br /&gt;
:&#039;KEY_8&#039;&lt;br /&gt;
:&#039;KEY_9&#039;&lt;br /&gt;
:&#039;KEY_A&#039;&lt;br /&gt;
:&#039;KEY_B&#039;&lt;br /&gt;
:&#039;KEY_C&#039;&lt;br /&gt;
:&#039;KEY_D&#039;&lt;br /&gt;
:&#039;KEY_E&#039;&lt;br /&gt;
:&#039;KEY_F&#039;&lt;br /&gt;
:&#039;KEY_G&#039;&lt;br /&gt;
:&#039;KEY_H&#039;&lt;br /&gt;
:&#039;KEY_I&#039;&lt;br /&gt;
:&#039;KEY_J&#039;&lt;br /&gt;
:&#039;KEY_K&#039;&lt;br /&gt;
:&#039;KEY_L&#039;&lt;br /&gt;
:&#039;KEY_M&#039;&lt;br /&gt;
:&#039;KEY_N&#039;&lt;br /&gt;
:&#039;KEY_O&#039;&lt;br /&gt;
:&#039;KEY_P&#039;&lt;br /&gt;
:&#039;KEY_Q&#039;&lt;br /&gt;
:&#039;KEY_R&#039;&lt;br /&gt;
:&#039;KEY_S&#039;&lt;br /&gt;
:&#039;KEY_T&#039;&lt;br /&gt;
:&#039;KEY_U&#039;&lt;br /&gt;
:&#039;KEY_V&#039;&lt;br /&gt;
:&#039;KEY_W&#039;&lt;br /&gt;
:&#039;KEY_X&#039;&lt;br /&gt;
:&#039;KEY_Y&#039;&lt;br /&gt;
:&#039;KEY_Z&#039;&lt;br /&gt;
:&#039;KEY_MINUS&#039;&lt;br /&gt;
:&#039;KEY_EQUAL&#039;&lt;br /&gt;
:&#039;KEY_DIVIDE&#039;&lt;br /&gt;
:&#039;KEY_SLASH&#039;&lt;br /&gt;
:&#039;KEY_SLASH_UK&#039;&lt;br /&gt;
:&#039;KEY_COMMA&#039;&lt;br /&gt;
:&#039;KEY_PERIOD&#039;&lt;br /&gt;
:&#039;KEY_SEMICOL&#039;&lt;br /&gt;
:&#039;KEY_LBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_LAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_ESC&#039;&lt;br /&gt;
:&#039;KEY_ENTER&#039;&lt;br /&gt;
:&#039;KEY_BACKSP&#039;&lt;br /&gt;
:&#039;KEY_TAB&#039;&lt;br /&gt;
:&#039;KEY_SPACEBAR&#039;&lt;br /&gt;
:&#039;KEY_NUMLOCK&#039;&lt;br /&gt;
:&#039;KEY_SCROLLOCK&#039;&lt;br /&gt;
:&#039;KEY_CAPSLOCK&#039;&lt;br /&gt;
:&#039;KEY_LSHIFT&#039;&lt;br /&gt;
:&#039;KEY_RSHIFT&#039;&lt;br /&gt;
:&#039;KEY_LALT&#039;&lt;br /&gt;
:&#039;KEY_RALT&#039;&lt;br /&gt;
:&#039;KEY_LCTRL&#039;&lt;br /&gt;
:&#039;KEY_RCTRL&#039;&lt;br /&gt;
:&#039;KEY_F1&#039;&lt;br /&gt;
:&#039;KEY_F2&#039;&lt;br /&gt;
:&#039;KEY_F3&#039;&lt;br /&gt;
:&#039;KEY_F4&#039;&lt;br /&gt;
:&#039;KEY_F5&#039;&lt;br /&gt;
:&#039;KEY_F6&#039;&lt;br /&gt;
:&#039;KEY_F7&#039;&lt;br /&gt;
:&#039;KEY_F8&#039;&lt;br /&gt;
:&#039;KEY_F9&#039;&lt;br /&gt;
:&#039;KEY_F10&#039;&lt;br /&gt;
:&#039;KEY_F11&#039;&lt;br /&gt;
:&#039;KEY_F12&#039;&lt;br /&gt;
:&#039;KEY_PAD0&#039;&lt;br /&gt;
:&#039;KEY_PAD1&#039;&lt;br /&gt;
:&#039;KEY_PAD2&#039;&lt;br /&gt;
:&#039;KEY_PAD3&#039;&lt;br /&gt;
:&#039;KEY_PAD4&#039;&lt;br /&gt;
:&#039;KEY_PAD5&#039;&lt;br /&gt;
:&#039;KEY_PAD6&#039;&lt;br /&gt;
:&#039;KEY_PAD7&#039;&lt;br /&gt;
:&#039;KEY_PAD8&#039;&lt;br /&gt;
:&#039;KEY_PAD9&#039;&lt;br /&gt;
:&#039;KEY_PADMINUS&#039;&lt;br /&gt;
:&#039;KEY_PADPLUS&#039;&lt;br /&gt;
:&#039;KEY_PADPERIOD&#039;&lt;br /&gt;
:&#039;KEY_PADDIVIDE&#039;&lt;br /&gt;
:&#039;KEY_PADMULTIPLY&#039;&lt;br /&gt;
:&#039;KEY_PADENTER&#039;&lt;br /&gt;
:&#039;KEY_INSERT&#039;&lt;br /&gt;
:&#039;KEY_HOME&#039;&lt;br /&gt;
:&#039;KEY_PAGEUP&#039;&lt;br /&gt;
:&#039;KEY_DELETE&#039;&lt;br /&gt;
:&#039;KEY_END&#039;&lt;br /&gt;
:&#039;KEY_PAGEDOWN&#039;&lt;br /&gt;
:&#039;KEY_UP&#039;&lt;br /&gt;
:&#039;KEY_DOWN&#039;&lt;br /&gt;
:&#039;KEY_LEFT&#039;&lt;br /&gt;
:&#039;KEY_RIGHT&#039;&lt;br /&gt;
:&#039;KEY_PRINT_SCRN&#039;&lt;br /&gt;
:&#039;KEY_PAUSE&#039;&lt;br /&gt;
:&#039;KEY_BREAK&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;br /&gt;
&lt;br /&gt;
==Debug Commands==&lt;br /&gt;
===save_ccd===&lt;br /&gt;
If running a Debug Build, the &#039;&#039;&#039;save_ccd&#039;&#039;&#039; command may be used on the debug console to save the current Control Configuration Defaults (in the default preset) to a .tbl.  This should allow developers to quickly modify the default preset without needing to transcribe everything by hand, or try to use a controlconfigdefaults.tbl from somewhere else.&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=64019</id>
		<title>Hud gauges.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=64019"/>
		<updated>2022-10-14T15:02:24Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* +Radar: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP table}}&lt;br /&gt;
{{TableVersionGit|2016-09-14|f9bc01c}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;hud_gauges.tbl&#039;&#039;&#039; is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).&lt;br /&gt;
&lt;br /&gt;
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm&lt;br /&gt;
&lt;br /&gt;
==HUD Configurations==&lt;br /&gt;
The following entries are used on the HUD system, but have not been grouped with any particular gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Load Retail Configuration:===&lt;br /&gt;
Optional. If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.&lt;br /&gt;
&lt;br /&gt;
If no, any missing (default) gauge will prompt an error.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Color:===&lt;br /&gt;
Optional. Sets the default HUD color for all gauges.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; Red, &#039;&#039;&#039;Integer&#039;&#039;&#039; Green, &#039;&#039;&#039;Integer&#039;&#039;&#039; Blue)&lt;br /&gt;
*Valid Values: all values from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Font:===&lt;br /&gt;
Optional. Sets the font type to use for the HUD. This can either be a string or a number. A string references a font with a specific name while a number references a font with a specific index in the fonts table. The number option is deprecated and is only there for backwards-compatibility. Use the name if possible.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;Integer&#039;&#039;&#039; font index number&lt;br /&gt;
*Valid Values: Any name or font index as defined in [[Fonts.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Only:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Sets gauges to be displayed only in Chase View.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Directives:===&lt;br /&gt;
Optional. Sets the default maximum number of directives displayed simultaneously.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; maximum number of directives&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Value: &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Escort Ships:===&lt;br /&gt;
Optional. Sets the default maximum number of escort ships to be shown in the escort list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
{{Warning|&lt;br /&gt;
Entries more than 16 will cause the list to overflow into the weapons list for resolutions lower than 1024x768.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length Unit Multiplier:===&lt;br /&gt;
Optional. Sets the multiplier to applied to the reported distances. For example, if the multiplier is 0.5, then the distance reported to the player will (or at least should) be 0.5 x actual distance.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Speed Unit Multiplier:===&lt;br /&gt;
Optional. Analogous to [[Hud_gauges.tbl#$Length Unit Multiplier:|$Length Unit Multiplier]], this sets the multiplier to be applied to all speeds reported to the player. For example, if the multiplier is 0.5, the the speed reported to the player will (or at least should) be 0.5 x actual speed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Values:&lt;br /&gt;
:&#039;&#039;&#039;The value used in $Length Unit Multiplier&#039;&#039;&#039;, or&lt;br /&gt;
:&#039;&#039;&#039;1&#039;&#039;&#039;, if $Length Unit Multiplier is undefined&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Wireframe Targetbox:===&lt;br /&gt;
Optional. Defines the default draw method for the target viewer (a.k.a. targetbox).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; Draw method ID&lt;br /&gt;
*Valid Values:&lt;br /&gt;
::&#039;&#039;&#039;0&#039;&#039;&#039; - Standard with full, bright lighting&lt;br /&gt;
::&#039;&#039;&#039;1&#039;&#039;&#039; - Wireframe&lt;br /&gt;
::&#039;&#039;&#039;2&#039;&#039;&#039; - Standard with proper lighting (i.e. lit the same as the actual target)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
::&#039;&#039;&#039;3&#039;&#039;&#039; - Untextured with full bright lighting (i.e. drawn with a single flat color)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Targetbox Shader Effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Optional. If set, defines a unique ID for a shader effect to be used when rendering a ship for the targeting box. The ID will be passed to the main shader as in [[Post_processing.tbl##Ship_Effects|#Ship_Effects]], but a table entry for the effect is not needed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lock Wireframe Mode:===&lt;br /&gt;
Optional. If set, prevents targetbox draw method from being changed during the gaming session.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, all gauges will use this value as the default for scaling individual gauge sizes (i.e. doesn&#039;t affect gauges that use Position:, and doesn&#039;t affect the values of Offset:.  In addition, if &amp;quot;$Load Retail Configuration:&amp;quot; is true then all unspecified retail gauges will use this value.&lt;br /&gt;
&lt;br /&gt;
If not set, defaults to yes. &lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Reticle Style:===&lt;br /&gt;
Optional. Defines which aiming reticle to use.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: &lt;br /&gt;
:&#039;&#039;&#039;FS1&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1_fs1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;FS2&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==#Gauge Config==&lt;br /&gt;
The following entries define default gauge appearance and behavior. Each gauge has the option of overriding these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
Deprecated and superceded by $Ships in FSO revision 9208. If defined, the following config data will only be used if the player ship is of the supplied ship class. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, ship class name&lt;br /&gt;
&lt;br /&gt;
===$Ships:===&lt;br /&gt;
Optional. Can be used to define a list of ships the hud definition that follows will be applied to. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*`Syntax: &#039;&#039;&#039;( &amp;quot;Class name 1&amp;quot; &amp;quot;Class name 2&amp;quot; )&#039;&#039;&#039;, ship class names formatted like a flag list.&lt;br /&gt;
&lt;br /&gt;
====$Load Retail Configuration:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Load Retail Configuration: 1|$Load Retail Configuration]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Color:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Color: 1|$Color]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Font:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Font: 1|$Font]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Chase View Only:====&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base:===&lt;br /&gt;
Required. Defines the base resolution for this HUD configuration, upon which other gauge options (such as [[Hud_gauges.tbl#Position:|Position:]] / [[Hud_gauges.tbl#Origin:|Origin:]] / [[Hud_gauges.tbl#Offset:|Offset:]]) will use as its coordinate system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, will configure gauges Scaling behaviour for gauges in this #Gauge Config section. i.e. overriding the default, or the value specified at the top of the file.  Individual gauges can override this setting.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Required Aspect:===&lt;br /&gt;
Optional. If set, this configuration will only be loaded for the specified aspect ratios.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
:&amp;quot;Full Screen&amp;quot; (4:3, aspect ratio &amp;lt; 1.5)&lt;br /&gt;
:&amp;quot;Wide Screen&amp;quot; (16:9, 16:10, or similar, aspect ratio &amp;gt;= 1.5)&lt;br /&gt;
&lt;br /&gt;
===$Min:===&lt;br /&gt;
Optional. Minimum resolution for this config. Any resolution lower than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Max:===&lt;br /&gt;
Optional. Maximum resolution for this config.  Any resolution higher than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Gauges:===&lt;br /&gt;
Following entries define gauge-specific behavior. For the most part, each gauge has its own overrides that, if not defined, would otherwise use the global values.&lt;br /&gt;
&lt;br /&gt;
Since many gauges have the same configuration options, each gauge entry has a list of valid sub-entries. Unless stated otherwise, these options must be defined in the same order as they are shown, starting from the top and ending at the bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Custom:====&lt;br /&gt;
Adds a custom gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Text:|Text:]]&lt;br /&gt;
:[[Hud_gauges.tbl#X Offset:|X Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Y Offset:|Y Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Type:|Gauge Type:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Active by default:|Active by default:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
{{table381|&lt;br /&gt;
====+Scripted Gauge:====&lt;br /&gt;
Adds a scripted gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Messages:==== &lt;br /&gt;
Adds a gauge that display mission messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Lines:|Max Lines:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Width:|Max Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Height:|Line Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Total Lifetime:|Total Lifetime:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Scroll Time:|Scroll Time]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Step Size:|Step Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hidden By Comms Menu:|Hidden By Comms Menu:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Training Messages:==== &lt;br /&gt;
Adds a text box, like the ones seen in the FS1 and FS2 training missions.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Support:====&lt;br /&gt;
Adds a text box that shows the Support ship&#039;s status and ETA&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Y-offset:|Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Status X-offset:|Dock Status X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Time X-offset:|Dock Time X-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Damage:==== &lt;br /&gt;
Adds a gauge that shows how much damage a target (or the player?) has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Offsets:|Hull Integrity Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Value X-offset:|Hull Integrity Value X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Height:|Subsystem Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem List Start Offsets:|Subsystem List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Value X-offset:|Subsystem Entry Value X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Wingman Status:==== &lt;br /&gt;
Adds a gauge that monitors the status of your wing and squadron.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional) (needs an animation with two frames, 1st is for alive wingmen, 2nd is for dead or missing wingmen)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
[[Hud_gauges.tbl#Fixed Header Position:|Fixed Header Position:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Size:|First Background Size:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Size:|Entry Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Offset:|Right Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Offset:|Last Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Single Wing Offsets:|Single Wing Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Multiple Wing Start Offsets:|Multiple Wing Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Wing Name Offsets:|Wing Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Offsets:|Dot Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Expansion Mode:|Expansion Mode:]] (Optional)&lt;br /&gt;
{{Table214|&lt;br /&gt;
:[[Hud_gauges.tbl#Use Full Wing Names:|Use Full Wing Names:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Use Expanded Colors:|Use Expanded Colors:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Speed:==== &lt;br /&gt;
Adds the Auto-Speed mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 4 frames, 3rd is without auto-match-speed enabled, 4th is with... and frames 0 &amp;amp; 1 are not used, done this way because retail fs2 uses the same animation file for the auto speed &amp;amp; auto targeting gauges)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Target:==== &lt;br /&gt;
Adds the Auto-target mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 2 frames, 1st is without auto-targeting enabled, 2nd is with)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Offsets:|Target Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Countermeasures:==== &lt;br /&gt;
Adds a gauge that monitors the amount of remaining countermeasures the player&#039;s ship currently has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Talking Head:==== &lt;br /&gt;
Adds a video window to display pilot message videos (a.k.a talking heads).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Offsets:|Animation Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Background Size:|Animation Background Size:]] (Deprecated)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Size:|Animation Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Directives:==== &lt;br /&gt;
Adds a gauge that displays all currently active directives (includes current , completed, and failed)&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Line Width:|Max Line Width:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Weapons:==== &lt;br /&gt;
Adds a weapon status and ammunition gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary BackgroundX-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Frame Height:|Top Primary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Secondary Frame Height:|Top Secondary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Start Y-offset:|Primary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Start Y-offset:|Secondary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Ammo X-offset:|Primary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Link X-offset:|Primary Weapon Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Name X-offset:|Primary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Ammo X-offset:|Secondary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Linked X-offset:|Secondary Weapon Linked X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Name X-offset:|Secondary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Reload X-offset:|Secondary Weapon Reload X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Entry Height:|Primary Weapon Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Entry Height:|Secondary Weapon Entry Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Objective notify:====&lt;br /&gt;
Adds a Objective notifier gauge. This gauge alerts the player when receiving a new objective, or when an objective has been completed or failed. Additionally, this gauge alerts the player when entering subspace, and when a Red Alert mission orders are being received (prior to a forced subspace jump).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Text Y-offset:|Objective Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Value Y-offset:|Objective Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Text Y-offset:|Subspace Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Value Y-offset:|Subspace Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Text Y-offset:|Red Alert Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Value Y-offset:|Red Alert Value Y-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Squad Message====&lt;br /&gt;
Adds the squad message gauge. In FS1 and FS2, this gauge is used to send commands to your squad. (?)&lt;br /&gt;
&lt;br /&gt;
*Valid sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]  (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset|Bottom Background Offset]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Command X-offset:|Command X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Up Offsets:|Page Up Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Down Offsets:|Page Down Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Lag:==== &lt;br /&gt;
Adds a Lag gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Mini Target Shields:====&lt;br /&gt;
Adds a mini Target shields gauge. In FS1 and FS2, the Mini Target Shield gauge is the one right below the center reticle, and shows the hull damage in %&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (animation needs 8 frames; 0-&amp;gt;3 are the top, right, bottom &amp;amp; left shield quads; 4-&amp;gt;7 are the same except brighter for when the quad is flashing from being hit)&lt;br /&gt;
:[[Hud_gauges.tbl#3 Digit Hull Offsets:|3 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#2 Digit Hull Offsets:|2 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#1 Digit Hull Offsets:|1 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Player Shields:==== &lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the player&#039;s craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Shields:====&lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the targeted craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Escort View:====&lt;br /&gt;
Adds an escort monitor/view gauge. This gauge monitors the status of all ships assigned to the player to escort.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Stagger Width:|Entry Stagger Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull X-offset:|Hull X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status X-offset:|Status X-offset]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Ship Name Max Width:|Ship Name Max Width:]] (Optional)}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Right-Align Ship Names:|Right-Align Ship Names:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Mission Time:==== &lt;br /&gt;
Adds a gauge that displays the current mission time.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+ETS Retail:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Draws the three other ETS gauges as a single gauge.  Will automatically rearrange itself (like retail) if shields or other systems are missing.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Offset:|Gauge Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+ETS Weapons:====&lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the energy weapons.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Engines:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the afterburner/engines.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Shields:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the shields.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Monitor:==== &lt;br /&gt;
Adds a target monitor gauge that shows the targeted ship&#039;s relative orientation and hull strength, among other things.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional) (needs animation with 2 frames, 1st is the background for the target, 2nd is the border; rendered last)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Alpha Mask Filename:|Monitor Alpha Mask Filename:]] (Optional) (needs animation with a single frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional) (needs animation with 2 frames, 1st is a zero/dark filled bar, 2nd is a max/bright filled bar)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Offsets:|Viewport Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Size:|Viewport Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Offsets:|Integrity Bar Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Foreground Clip Height:|Integrity Bar Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status Offsets:|Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Class Offsets:|Class Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Distance Offsets:|Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Offsets:|Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Contents Offsets:|Cargo Contents Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Start Offsets:|Cargo Scan Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Size:|Cargo Scan Size:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Name Offsets:|Subsystem Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Integrity Offsets:|Subsystem Integrity Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Disabled Status Offsets:|Disabled Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Desaturate:|Desaturate:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Extra Target Data:====&lt;br /&gt;
Adds a gauge that displays &amp;quot;extra&amp;quot; target data, such as its current orders and docking status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 1 frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bracket Offsets:|Bracket Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Max Width:|Dock Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Order Max Width:|Order Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar:====&lt;br /&gt;
Adds a standard radar gauge&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
{{table190|&lt;br /&gt;
:[[Hud_gauges.tbl#Ngon Sides:|Ngon Sides:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ngon Sides:|Ngon Offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar Orb:====&lt;br /&gt;
Adds a 3D orb radar gauge&lt;br /&gt;
 &lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used) &lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar BSG:==== &lt;br /&gt;
Adds a BSG style radar (a.k.a DRADIS).&lt;br /&gt;
&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XY Disc Filename:|XY Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XZ YZ Disc Filename:|XZ YZ Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Sweep Disc Filename:|Sweep Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Default Contact Filename:|Default Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unknown Contact Filename:|Unknown Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Loop Volume:|Loop Volume:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Minimum Beep Delay:|Minimum Beep Delay]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Afterburner Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining afterburner energy. Note that it only supports a vertical fill.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, the 1st is the bar lit for zero energy, the 2nd is the bar lit for max energy)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining weapon energy. Note that it only supports a vertical fill. &lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 4 frames, the 3rd is the bar lit for zero energy, the 2nd is the bar lit for max energy, frames 1 &amp;amp; 2 are not used)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Text Alignment:|Text Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Always Show Text:|Always Show Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Follows:|Text Follows:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Ballistic Ammo:|Show Ballistic Ammo:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Offsets:|Armed Guns List Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Alignment:|Armed Guns List Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Entry Height:|Armed Guns List Entry Height:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Text Warnings:==== &lt;br /&gt;
Adds a gauge that warns the player (current warnings are EMP, Launch, Evaded, Collision, Blast &amp;amp; Engine Wash).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Center Reticle:==== &lt;br /&gt;
Adds a &amp;quot;custom&amp;quot; center reticle.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint display:|Firepoint display:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint size:|Firepoint size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint X coordinate multiplier:|Firepoint X coordinate multiplier:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint Y coordinate multiplier:|Firepoint Y coordinate multiplier:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Throttle:====&lt;br /&gt;
Adds a gauge that shows the current throttle position.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Bottom Y-offset:|Foreground Clip Bottom Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Width:|Foreground Clip Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Background:|Show Background:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Speed Label Offsets:|Max Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Max Speed Label:|Show Max Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Min Speed Label:|Show Min Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Center Offsets:|Orbit Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Radius:|Orbit Radius:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Current Speed Offsets:|Current Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Speed Offsets:|Target Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Percentage:|Show Percentage:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Glide Status Offsets:|Glide Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Match Speed Status Offsets:|Match Speed Status Offsets:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Threat Indicator:==== &lt;br /&gt;
Adds a gauge that indicates when a lock-on has been achieved by an attacker, and if the player is being shot at.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Filename:|Dumbfire Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Offsets:|Dumbfire Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Offsets:|Lock Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Multiplayer Messages:====&lt;br /&gt;
Adds a gauge that displays the multiplayer messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Voice Status:====&lt;br /&gt;
Adds a gauge that displays the voice status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Ping:====&lt;br /&gt;
Adds a gauge that the ping time to the multiplayer server.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Supernova:====&lt;br /&gt;
Adds a gauge that warns the player of an impending supernova shock wave.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lock Indicator:====&lt;br /&gt;
Adds a Lock Indicator gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Filename:|Locked Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Center Offsets:|Lock Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Center Offsets:|Locked Center Offsets:]] (Optional)&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Loop Locked Animation:|Loop Locked Animation:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Blink Locked Animation:|Blink Locked Animation:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Offscreen Indicator:====&lt;br /&gt;
Adds an Offscreen Indicator.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Brackets:====&lt;br /&gt;
Adds a Target Bracket gauge. This is drawn around current target(s) and talkers.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Hostile Triangle:====&lt;br /&gt;
Adds a gauge that points to the nearest attacker, if it is off-screen and is not currently targeted.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Triangle:====&lt;br /&gt;
Adds a gauge that points to the targeted craft, if it is currently off-screen.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Missile Triangles:====&lt;br /&gt;
Adds a gauge that is used during attempting to lock onto a target when using an aspect seeking missile.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Indicator:====&lt;br /&gt;
Adds a gauge that leads (is in front) of the target.  Aim your crosshairs at this indicator to increase probability of hitting the target.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0: Secondaries lead indicator (Dumbfire)&lt;br /&gt;
::Frame #1: Secondaries lead indicator (Homing)&lt;br /&gt;
::Frame #2: Primaries lead indicator&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Orientation Tee:====&lt;br /&gt;
Adds a gauge that indicates the targeted craft&#039;s orientation in relation to the player&#039;s craft.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Sight:====&lt;br /&gt;
Adds a gauge that lags (is behind) the target.  Indicates where your shots will end up relative to the target&#039;s position.  To score a hit, this gauge should be over the target.  Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0 is used for secondaries&lt;br /&gt;
::* If only one frame is found in the file, then it is used for primaries instead&lt;br /&gt;
::Frame #1 is used for primaries&lt;br /&gt;
&lt;br /&gt;
====+Kills:====&lt;br /&gt;
Adds a gauge that keeps track of how many kills the player has scored during a mission.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Linking:====&lt;br /&gt;
Adds a gauge that indicates the selected weapons and their firing rates.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Filename:|Single Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Filename:|Double Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Filename:|Single Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Filename:|Double Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Filename:|Triple Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Offsets:|Single Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Offsets:|Double Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Offsets:|Single Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Offsets:|Double Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Offsets:|Triple Secondary Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Fixed Messages:====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
{{table375|&lt;br /&gt;
:[[Hud_gauges.tbl#Center Text On Gauge X-Position:|Center Text On Gauge X-Position:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Flight Path Marker:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Adds a gauge that indicates the direction where your ship is traveling. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Warhead Count:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Displays the name of the current secondary weapon. Tallies the ammo left. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Count Offsets:|Count Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Width:|Icon Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Height:|Icon Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Icons:|Max Icons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Columns:|Max Columns:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Alignment:|Name Alignment:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Hardpoints:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Draws a silhouette of the player&#039;s ship and mounted weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Width:|Line Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#View Direction:|View Direction:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Primary Weapons:|Show Primary Weapons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Secondary Weapons:|Show Secondary Weapons:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Primary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays primary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Secondary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays secondary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unlink X-offset:|Unlink X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Reload X-offset:|Reload X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$End Gauges===&lt;br /&gt;
The Gauges section must end with $End Gauges. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Gauge Configuration Options==&lt;br /&gt;
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Position:====&lt;br /&gt;
Defines the screen coordinates for the upper left corner of this gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel position&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]] (and many others)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scale Gauge:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define if a gauge size will scale or not. &lt;br /&gt;
&lt;br /&gt;
If false then gauge bitmaps will always show at their original size which may result in gauges being very small at high resolutions.&lt;br /&gt;
&lt;br /&gt;
If true then gauge bitmaps will scale in proportion to the current resolution vs the base HUD resolution in use. This may result in gauges becoming blurry at non-base resolutions.&lt;br /&gt;
&lt;br /&gt;
Defaults to yes/true.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039; scale_this_gauge&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Force Scaling Above:====&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If scaling is disabled for this gauge, then it will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Origin:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge position as a ratio of the screen size (base or current, it doesn&#039;t matter).&lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Offset:|Offset:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039; horizontal ratio 0.0 - 1.0, &#039;&#039;&#039;Float&#039;&#039;&#039; vertical ratio 0.0 - 1.0&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Offset:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge offset from [[Hud_gauges.tbl#Origin:|Origin:]] in base resolution pixels &lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Origin:|Origin:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel offset from Origin:, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel offset from Origin:&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Cockpit Target:====&lt;br /&gt;
The cockpit display that this gauge will be rendered to. Refers to the +Display Name: defined in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; String defined in +Display Name: in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]]&lt;br /&gt;
&lt;br /&gt;
=====Canvas Size:=====&lt;br /&gt;
The off-screen canvas this gauge will be rendered to before being interpolated into the actual cockpit display.  The smaller this number is, the larger the gauge will appear on the cockpit display.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Offset:=====&lt;br /&gt;
The position of the canvas on the cockpit display texture&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Size:=====&lt;br /&gt;
The interpolated size on the cockpit display texture that the canvas will be rendered to.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
====Color:====&lt;br /&gt;
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$Color: 1|$Color]] HUD option and [[Hud_gauges#$Color: 2|$Color]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Font:====&lt;br /&gt;
Optional. Overrides both previous font settings ([[Hud_gauges.tbl#$Font: 1|$Font]] HUD option and [[Hud_gauges#$Font: 2|$Font]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name:====&lt;br /&gt;
Defines the name of this custom gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text:====&lt;br /&gt;
Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====X Offset:====&lt;br /&gt;
Optional. Defines the horizontal pixel offset (from the gauge&#039;s origin as defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Y Offset:====&lt;br /&gt;
Optional. Defines the vertical pixel offset (from the gauge&#039;s origin defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Gauge Type:====&lt;br /&gt;
Defines the type of gauge this is.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any one of the possible [[gauge types]].&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slew:====&lt;br /&gt;
Optional. Determines whether or not this gauge is affected by afterburner shaking or similar effects. If set to &amp;quot;true&amp;quot;, the gauge will &amp;lt;strong&amp;gt;not&amp;lt;/strong&amp;gt; follow the player&#039;s head movements when using TrackIR/padlock. i.e. should be used for gauges like the gunsight/leadsight.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Max Lines:====&lt;br /&gt;
Optional. Specifies the maximum number of message lines that are displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Width:====&lt;br /&gt;
Optional. Determines how long each message line may be.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Line Height:====&lt;br /&gt;
Optional. Determines the distance between line origins. (i.g. for a 12pt Font, there are needs to be at least 12 pixels between the bottom of one line and the next, otherwise the text will overlap each)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 9&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
====Total Lifetime:====&lt;br /&gt;
Optional. Determines the maximum time the message gauge will be displayed from the time a new message is received.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 14000 (14 seconds)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scroll Time:====&lt;br /&gt;
Optional. Determines the time for the messages to scroll up one step.( See [[Hud_gauges.tbl#Step Size:|Step Size:]] )&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 30&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Step Size:====&lt;br /&gt;
Optional. Determines how many pixels to shift message lines during scrolling. Messages will be shifted up by this amount until they are on the next line (as defined by [[Hud_gauges.tbl#Line Height:|Line Height:]])&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Active by default:====&lt;br /&gt;
Optional. Determines whether or not this gauge is always active, or only available after being activated via sexp.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Filename:====&lt;br /&gt;
Designates the [[Multimedia_Files#ANI|.ANI]] or [[Multimedia_Files#EFF|.EFF]] used for this gauge&#039;s background graphic.&lt;br /&gt;
{{Note| All HUD .ANI&#039;s must have the same color palette as the retail .ANI&#039;s in order to render properly. (.EFF&#039;s do not have this restriction)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
**No filename extension is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the top background. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Bottom background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Left side of gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====First Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Right side of the gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Last Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the (Wing) Entry section of the gauge (aka the middle sections).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]], [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Middle Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Middle Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Entry Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Filename:====&lt;br /&gt;
Optional. Designates an alternate file to be used for ballistic weapons.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename]], [[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename]], [[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename]], [[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename]], [[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename]], [[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Filename:====&lt;br /&gt;
Optional. Designates which file to use for the wingman graphic (a.k.a. the Dot)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for headers of various gauges&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:Weapons:&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]],  [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fixed Header Position:====&lt;br /&gt;
Optional. If set, the header text will not change position when the gauge changes size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Y-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship Text. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Value Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the value label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Status X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock status. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Time X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock time. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the Damage gauge Hull integrity textbox(?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Value X-offset:====&lt;br /&gt;
Optional. Designates the offsets from the hull integrity textbox&#039;s upper left corner for the hull integrity value. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Background Height:====&lt;br /&gt;
Optional. Designates the height of the Top background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Width:====&lt;br /&gt;
Optional. Defines the width of the Left Background.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Width:====&lt;br /&gt;
Optional. Defines the width of the Entry Background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Height:====&lt;br /&gt;
Optional. Designates the height of the Subsystem entry (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem List Start Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the start of the Subsytem List (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Value X-offset:====&lt;br /&gt;
Optional. Designates the horizontal offset from the Subsystem List&#039;s position (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Wing Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for a single wing (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Multiple Wing Start Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for multiple wings (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wing Name Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship header (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the All wingman status icons.&lt;br /&gt;
*Syntax:&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 1&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 2&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 3&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 4&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 5&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 6&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
{{Warning|&lt;br /&gt;
All 6 wingman positions must be defined}}&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Expansion Mode:====&lt;br /&gt;
Optional. Denotes which direction (in relation to the player&#039;s wing) that the other wings should be appended to the gauge. If enabled, then wingmen dot colors will be &lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Use Full Wing Names:====&lt;br /&gt;
{{Table214|&lt;br /&gt;
Optional. If enabled the wingmen gauge draws the full wing name and does not alter the capitalization. Default behavior is to draw the first three letters of the wing in all lower-case.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Use Expanded Colors:====&lt;br /&gt;
{{Table214|&lt;br /&gt;
Optional. If enabled the wingmen gauge status dots use red, yellow, or green color to designate wingmen health (green full to greater thon two-thirds, yellow two-thirds to greater than one-third, and red less than or equal to one-third). Default is to use red for less than half health and gauge color otherwise.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Auto Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Auto&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]], [[Hud_gagues.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Speed&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Target Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Target&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Offsets:====&lt;br /&gt;
Optional. Defines the offsets for the animation graphics.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Background Size:====&lt;br /&gt;
Deprecated. Originally, this set the size of the black box that&#039;s drawn behind the animation. Since Git revision 556e9a4 (2015-11-01), it has the same effect as [[Hud_gauges.tbl#Animation Size:|Animation Size:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Size:====&lt;br /&gt;
{{table373|&lt;br /&gt;
Optional. Defines the size of the animation. All animations will be scaled to match this size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinate offsets for the start of the Directives list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
Optional. Defines the height of each Directive&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Offsets:====&lt;br /&gt;
Opetional. Defines the screen coordinate offsets for headers of ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Header Offset:|+Header Offset:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Background X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate offset for the Top Primary Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text X-offset:====&lt;br /&gt;
(Optional) Defines the screen coordinate X-offset for weapon labels&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate X-offset for ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary Background X-offset:]], [[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Secondary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Link X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Linked X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Reload X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
====3 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 3 digit range (i.e. &amp;gt;= 100%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====2 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 2 digit range (i.e. 100% &amp;gt; hull damage%  &amp;gt;= 10%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====1 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 1 digit range (i.e. 10% &amp;gt; hull damage%  &amp;gt;= 0%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
====Objective Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Objective label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Objective Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Objective value&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Subspace label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Subspace value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Text Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Command X-offset:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Up Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Down Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039; Integer y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Stagger Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Text:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ship Name Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right-Align Ship Names:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
* Sets the height, in pixels, of the gauge.&lt;br /&gt;
** For the [[Hud_gauges.tbl#+Throttle|Throttle]], sets the height of the gauge that represents 0% to 100% throttle.  The total height of the gauge is the sum of this value and the [[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height]] value.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]], [[Hud_gauges.tbl#+ETS Weapons:|+ETS Weapons]], [[Hud_gauges.tbl#+ETS Engines:|+ETS Engines]], [[Hud_gauges.tbl#+ETS Shields:|+ETS Shields]], [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor]], [[Hud_gauges.tbl#+Afterburner Energy|+Afterburner Energy]],  [[Hud_gauges.tbl#+Weapon Energy|+Weapon Energy]], [[Hud_gauges.tbl#+Throttle:|+Throttle]]&lt;br /&gt;
&lt;br /&gt;
====Letter Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gauge Offset:====&lt;br /&gt;
*Distance between the individual weapon/shield/engine ETS gauges that comprise this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Monitor Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Contents Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bracket Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Time Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Radar Center Offsets:====&lt;br /&gt;
Defines the radar&#039;s plot origin as an offset, in pixels, from this gauge&#039;s [[Hud_gauges.tbl#Position|Position]] coordinates&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Radar Size:====&lt;br /&gt;
Size, in pixels, of the radar plot area.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Infinity Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the infinity radar range symbol.&lt;br /&gt;
&lt;br /&gt;
====Long Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the long range radar text (i.e. 10k).&lt;br /&gt;
&lt;br /&gt;
====Short Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the short range radar text (i.e. 2k).&lt;br /&gt;
&lt;br /&gt;
====Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XY Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XZ YZ Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sweep Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Default Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unknown Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Loop Volume:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Minimum Beep Delay:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint display:====&lt;br /&gt;
Displays the positions of the gun firepoints on your ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, YES or NO&lt;br /&gt;
&lt;br /&gt;
NOTE: The position of the firepoints is calculated from the Eye Point position in the POF. You may encounter weird results if you have no Eye Point defined, but no debug warnings will be raised.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
====Firepoint size:====&lt;br /&gt;
Diameter of the gunpoint circles.  &#039;&#039;&#039;Must be 4 or greater&#039;&#039;&#039; in order to work properly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint X coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint Y coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Bottom Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Afterburner Clip Height:====&lt;br /&gt;
* Sets the area of the throttle gauge that represents the Afterburner segment (which is on top of the 0% to 100% area).  The total height of the gauge is determined by the sum of this value and [[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
====Show Background:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Min Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Radius:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Arc Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames (but only the 2nd frame is used ?!?!? for threat &amp;amp; weapon linking so far)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active.&lt;br /&gt;
&lt;br /&gt;
Internally FSO also refers to this as the &amp;quot;laser threat warning&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active. Frames cycle twice as fast when a lock has been acquired, compared to when a lock is being acquired.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Locked Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Locked Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Loop Locked Animation:====&lt;br /&gt;
&lt;br /&gt;
Controls whether the animation should loop after locking on, like in FS1.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Blink Locked Animation:====&lt;br /&gt;
&lt;br /&gt;
Controls whether the animation should blink after locking on, like in FS2.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Radius:====&lt;br /&gt;
Defines the distance from the center of the screen to the base of the Hostile Triangle gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Base:====&lt;br /&gt;
Defines the width of the Hostile Triangle&#039;s base.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Height:====&lt;br /&gt;
Defines the height of the Hostile Triangle.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lead Indicator:|+Lead Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Primary Filename:====&lt;br /&gt;
Designates the file to use for primary linking for ships with a single primary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected (not that this should ever be able to happen), 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Filename:====&lt;br /&gt;
	&lt;br /&gt;
Designates the file to use for primary linking for ships with two primary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames:&lt;br /&gt;
* Frame 0 is no banks selected&lt;br /&gt;
* Frame 1 is 1st bank selected&lt;br /&gt;
* Frame 2 is 2nd bank selected&lt;br /&gt;
* Frame 3 is both banks selected/linked&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with a single secondary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected, 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 3 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected, 4th is bank 3 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Hidden By Comms Menu:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines whether the messages gauge may be drawn at the same time as the wingman comms menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; (messages are not visible while the comms menu is open)&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Offset:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines the vertical pixel offset added to the position of the bottom background frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]}}&lt;br /&gt;
&lt;br /&gt;
====Center Text On Gauge X-Position:====&lt;br /&gt;
{{Table375|&lt;br /&gt;
Sets whether to position the center of the text to the gauge&#039;s X-position.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; if the gauge is explicitly given a position, &#039;&#039;&#039;true&#039;&#039;&#039; otherwise&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Fixed Messages:|+Fixed Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
====Ngon Sides:====&lt;br /&gt;
{{Table190|&lt;br /&gt;
Defines the number of sides a regular polygon (N-gon) radar has.  If defined, the standard radar&#039;s edge is drawn as an N-gon, instead of the standard ellipsoid.  Blips that are projected outside of the N-gon are snapped to the edge: the blip&#039;s angle stays the same but the blip&#039;s radius to the center of the plot area is reduced.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;0&#039;&#039;&#039; A value of 0 means to use the standard ellipsoid radar&lt;br /&gt;
*Minimum value: &#039;&#039;&#039;3&#039;&#039;&#039; (which is a triangle)&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]}}&lt;br /&gt;
&lt;br /&gt;
====Ngon Offset:====&lt;br /&gt;
{{Table190|&lt;br /&gt;
Defines the angular offset to apply to the N-gon perimeter.  The first vertex is at the 3 o&#039;clock position, positive offsets spin this vertex counter-clockwise, negative offsets spin this clockwise.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Float&#039;&#039;&#039; (radians)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=64018</id>
		<title>Hud gauges.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=64018"/>
		<updated>2022-10-14T15:01:57Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* N-gon Offset: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP table}}&lt;br /&gt;
{{TableVersionGit|2016-09-14|f9bc01c}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;hud_gauges.tbl&#039;&#039;&#039; is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).&lt;br /&gt;
&lt;br /&gt;
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm&lt;br /&gt;
&lt;br /&gt;
==HUD Configurations==&lt;br /&gt;
The following entries are used on the HUD system, but have not been grouped with any particular gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Load Retail Configuration:===&lt;br /&gt;
Optional. If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.&lt;br /&gt;
&lt;br /&gt;
If no, any missing (default) gauge will prompt an error.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Color:===&lt;br /&gt;
Optional. Sets the default HUD color for all gauges.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; Red, &#039;&#039;&#039;Integer&#039;&#039;&#039; Green, &#039;&#039;&#039;Integer&#039;&#039;&#039; Blue)&lt;br /&gt;
*Valid Values: all values from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Font:===&lt;br /&gt;
Optional. Sets the font type to use for the HUD. This can either be a string or a number. A string references a font with a specific name while a number references a font with a specific index in the fonts table. The number option is deprecated and is only there for backwards-compatibility. Use the name if possible.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;Integer&#039;&#039;&#039; font index number&lt;br /&gt;
*Valid Values: Any name or font index as defined in [[Fonts.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Only:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Sets gauges to be displayed only in Chase View.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Directives:===&lt;br /&gt;
Optional. Sets the default maximum number of directives displayed simultaneously.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; maximum number of directives&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Value: &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Escort Ships:===&lt;br /&gt;
Optional. Sets the default maximum number of escort ships to be shown in the escort list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
{{Warning|&lt;br /&gt;
Entries more than 16 will cause the list to overflow into the weapons list for resolutions lower than 1024x768.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length Unit Multiplier:===&lt;br /&gt;
Optional. Sets the multiplier to applied to the reported distances. For example, if the multiplier is 0.5, then the distance reported to the player will (or at least should) be 0.5 x actual distance.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Speed Unit Multiplier:===&lt;br /&gt;
Optional. Analogous to [[Hud_gauges.tbl#$Length Unit Multiplier:|$Length Unit Multiplier]], this sets the multiplier to be applied to all speeds reported to the player. For example, if the multiplier is 0.5, the the speed reported to the player will (or at least should) be 0.5 x actual speed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Values:&lt;br /&gt;
:&#039;&#039;&#039;The value used in $Length Unit Multiplier&#039;&#039;&#039;, or&lt;br /&gt;
:&#039;&#039;&#039;1&#039;&#039;&#039;, if $Length Unit Multiplier is undefined&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Wireframe Targetbox:===&lt;br /&gt;
Optional. Defines the default draw method for the target viewer (a.k.a. targetbox).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; Draw method ID&lt;br /&gt;
*Valid Values:&lt;br /&gt;
::&#039;&#039;&#039;0&#039;&#039;&#039; - Standard with full, bright lighting&lt;br /&gt;
::&#039;&#039;&#039;1&#039;&#039;&#039; - Wireframe&lt;br /&gt;
::&#039;&#039;&#039;2&#039;&#039;&#039; - Standard with proper lighting (i.e. lit the same as the actual target)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
::&#039;&#039;&#039;3&#039;&#039;&#039; - Untextured with full bright lighting (i.e. drawn with a single flat color)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Targetbox Shader Effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Optional. If set, defines a unique ID for a shader effect to be used when rendering a ship for the targeting box. The ID will be passed to the main shader as in [[Post_processing.tbl##Ship_Effects|#Ship_Effects]], but a table entry for the effect is not needed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lock Wireframe Mode:===&lt;br /&gt;
Optional. If set, prevents targetbox draw method from being changed during the gaming session.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, all gauges will use this value as the default for scaling individual gauge sizes (i.e. doesn&#039;t affect gauges that use Position:, and doesn&#039;t affect the values of Offset:.  In addition, if &amp;quot;$Load Retail Configuration:&amp;quot; is true then all unspecified retail gauges will use this value.&lt;br /&gt;
&lt;br /&gt;
If not set, defaults to yes. &lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Reticle Style:===&lt;br /&gt;
Optional. Defines which aiming reticle to use.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: &lt;br /&gt;
:&#039;&#039;&#039;FS1&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1_fs1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;FS2&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==#Gauge Config==&lt;br /&gt;
The following entries define default gauge appearance and behavior. Each gauge has the option of overriding these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
Deprecated and superceded by $Ships in FSO revision 9208. If defined, the following config data will only be used if the player ship is of the supplied ship class. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, ship class name&lt;br /&gt;
&lt;br /&gt;
===$Ships:===&lt;br /&gt;
Optional. Can be used to define a list of ships the hud definition that follows will be applied to. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*`Syntax: &#039;&#039;&#039;( &amp;quot;Class name 1&amp;quot; &amp;quot;Class name 2&amp;quot; )&#039;&#039;&#039;, ship class names formatted like a flag list.&lt;br /&gt;
&lt;br /&gt;
====$Load Retail Configuration:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Load Retail Configuration: 1|$Load Retail Configuration]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Color:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Color: 1|$Color]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Font:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Font: 1|$Font]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Chase View Only:====&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base:===&lt;br /&gt;
Required. Defines the base resolution for this HUD configuration, upon which other gauge options (such as [[Hud_gauges.tbl#Position:|Position:]] / [[Hud_gauges.tbl#Origin:|Origin:]] / [[Hud_gauges.tbl#Offset:|Offset:]]) will use as its coordinate system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, will configure gauges Scaling behaviour for gauges in this #Gauge Config section. i.e. overriding the default, or the value specified at the top of the file.  Individual gauges can override this setting.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Required Aspect:===&lt;br /&gt;
Optional. If set, this configuration will only be loaded for the specified aspect ratios.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
:&amp;quot;Full Screen&amp;quot; (4:3, aspect ratio &amp;lt; 1.5)&lt;br /&gt;
:&amp;quot;Wide Screen&amp;quot; (16:9, 16:10, or similar, aspect ratio &amp;gt;= 1.5)&lt;br /&gt;
&lt;br /&gt;
===$Min:===&lt;br /&gt;
Optional. Minimum resolution for this config. Any resolution lower than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Max:===&lt;br /&gt;
Optional. Maximum resolution for this config.  Any resolution higher than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Gauges:===&lt;br /&gt;
Following entries define gauge-specific behavior. For the most part, each gauge has its own overrides that, if not defined, would otherwise use the global values.&lt;br /&gt;
&lt;br /&gt;
Since many gauges have the same configuration options, each gauge entry has a list of valid sub-entries. Unless stated otherwise, these options must be defined in the same order as they are shown, starting from the top and ending at the bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Custom:====&lt;br /&gt;
Adds a custom gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Text:|Text:]]&lt;br /&gt;
:[[Hud_gauges.tbl#X Offset:|X Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Y Offset:|Y Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Type:|Gauge Type:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Active by default:|Active by default:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
{{table381|&lt;br /&gt;
====+Scripted Gauge:====&lt;br /&gt;
Adds a scripted gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Messages:==== &lt;br /&gt;
Adds a gauge that display mission messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Lines:|Max Lines:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Width:|Max Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Height:|Line Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Total Lifetime:|Total Lifetime:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Scroll Time:|Scroll Time]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Step Size:|Step Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hidden By Comms Menu:|Hidden By Comms Menu:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Training Messages:==== &lt;br /&gt;
Adds a text box, like the ones seen in the FS1 and FS2 training missions.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Support:====&lt;br /&gt;
Adds a text box that shows the Support ship&#039;s status and ETA&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Y-offset:|Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Status X-offset:|Dock Status X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Time X-offset:|Dock Time X-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Damage:==== &lt;br /&gt;
Adds a gauge that shows how much damage a target (or the player?) has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Offsets:|Hull Integrity Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Value X-offset:|Hull Integrity Value X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Height:|Subsystem Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem List Start Offsets:|Subsystem List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Value X-offset:|Subsystem Entry Value X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Wingman Status:==== &lt;br /&gt;
Adds a gauge that monitors the status of your wing and squadron.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional) (needs an animation with two frames, 1st is for alive wingmen, 2nd is for dead or missing wingmen)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
[[Hud_gauges.tbl#Fixed Header Position:|Fixed Header Position:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Size:|First Background Size:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Size:|Entry Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Offset:|Right Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Offset:|Last Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Single Wing Offsets:|Single Wing Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Multiple Wing Start Offsets:|Multiple Wing Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Wing Name Offsets:|Wing Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Offsets:|Dot Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Expansion Mode:|Expansion Mode:]] (Optional)&lt;br /&gt;
{{Table214|&lt;br /&gt;
:[[Hud_gauges.tbl#Use Full Wing Names:|Use Full Wing Names:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Use Expanded Colors:|Use Expanded Colors:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Speed:==== &lt;br /&gt;
Adds the Auto-Speed mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 4 frames, 3rd is without auto-match-speed enabled, 4th is with... and frames 0 &amp;amp; 1 are not used, done this way because retail fs2 uses the same animation file for the auto speed &amp;amp; auto targeting gauges)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Target:==== &lt;br /&gt;
Adds the Auto-target mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 2 frames, 1st is without auto-targeting enabled, 2nd is with)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Offsets:|Target Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Countermeasures:==== &lt;br /&gt;
Adds a gauge that monitors the amount of remaining countermeasures the player&#039;s ship currently has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Talking Head:==== &lt;br /&gt;
Adds a video window to display pilot message videos (a.k.a talking heads).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Offsets:|Animation Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Background Size:|Animation Background Size:]] (Deprecated)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Size:|Animation Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Directives:==== &lt;br /&gt;
Adds a gauge that displays all currently active directives (includes current , completed, and failed)&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Line Width:|Max Line Width:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Weapons:==== &lt;br /&gt;
Adds a weapon status and ammunition gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary BackgroundX-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Frame Height:|Top Primary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Secondary Frame Height:|Top Secondary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Start Y-offset:|Primary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Start Y-offset:|Secondary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Ammo X-offset:|Primary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Link X-offset:|Primary Weapon Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Name X-offset:|Primary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Ammo X-offset:|Secondary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Linked X-offset:|Secondary Weapon Linked X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Name X-offset:|Secondary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Reload X-offset:|Secondary Weapon Reload X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Entry Height:|Primary Weapon Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Entry Height:|Secondary Weapon Entry Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Objective notify:====&lt;br /&gt;
Adds a Objective notifier gauge. This gauge alerts the player when receiving a new objective, or when an objective has been completed or failed. Additionally, this gauge alerts the player when entering subspace, and when a Red Alert mission orders are being received (prior to a forced subspace jump).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Text Y-offset:|Objective Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Value Y-offset:|Objective Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Text Y-offset:|Subspace Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Value Y-offset:|Subspace Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Text Y-offset:|Red Alert Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Value Y-offset:|Red Alert Value Y-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Squad Message====&lt;br /&gt;
Adds the squad message gauge. In FS1 and FS2, this gauge is used to send commands to your squad. (?)&lt;br /&gt;
&lt;br /&gt;
*Valid sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]  (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset|Bottom Background Offset]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Command X-offset:|Command X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Up Offsets:|Page Up Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Down Offsets:|Page Down Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Lag:==== &lt;br /&gt;
Adds a Lag gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Mini Target Shields:====&lt;br /&gt;
Adds a mini Target shields gauge. In FS1 and FS2, the Mini Target Shield gauge is the one right below the center reticle, and shows the hull damage in %&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (animation needs 8 frames; 0-&amp;gt;3 are the top, right, bottom &amp;amp; left shield quads; 4-&amp;gt;7 are the same except brighter for when the quad is flashing from being hit)&lt;br /&gt;
:[[Hud_gauges.tbl#3 Digit Hull Offsets:|3 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#2 Digit Hull Offsets:|2 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#1 Digit Hull Offsets:|1 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Player Shields:==== &lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the player&#039;s craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Shields:====&lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the targeted craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Escort View:====&lt;br /&gt;
Adds an escort monitor/view gauge. This gauge monitors the status of all ships assigned to the player to escort.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Stagger Width:|Entry Stagger Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull X-offset:|Hull X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status X-offset:|Status X-offset]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Ship Name Max Width:|Ship Name Max Width:]] (Optional)}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Right-Align Ship Names:|Right-Align Ship Names:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Mission Time:==== &lt;br /&gt;
Adds a gauge that displays the current mission time.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+ETS Retail:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Draws the three other ETS gauges as a single gauge.  Will automatically rearrange itself (like retail) if shields or other systems are missing.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Offset:|Gauge Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+ETS Weapons:====&lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the energy weapons.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Engines:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the afterburner/engines.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Shields:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the shields.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Monitor:==== &lt;br /&gt;
Adds a target monitor gauge that shows the targeted ship&#039;s relative orientation and hull strength, among other things.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional) (needs animation with 2 frames, 1st is the background for the target, 2nd is the border; rendered last)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Alpha Mask Filename:|Monitor Alpha Mask Filename:]] (Optional) (needs animation with a single frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional) (needs animation with 2 frames, 1st is a zero/dark filled bar, 2nd is a max/bright filled bar)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Offsets:|Viewport Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Size:|Viewport Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Offsets:|Integrity Bar Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Foreground Clip Height:|Integrity Bar Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status Offsets:|Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Class Offsets:|Class Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Distance Offsets:|Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Offsets:|Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Contents Offsets:|Cargo Contents Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Start Offsets:|Cargo Scan Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Size:|Cargo Scan Size:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Name Offsets:|Subsystem Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Integrity Offsets:|Subsystem Integrity Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Disabled Status Offsets:|Disabled Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Desaturate:|Desaturate:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Extra Target Data:====&lt;br /&gt;
Adds a gauge that displays &amp;quot;extra&amp;quot; target data, such as its current orders and docking status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 1 frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bracket Offsets:|Bracket Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Max Width:|Dock Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Order Max Width:|Order Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar:====&lt;br /&gt;
Adds a standard radar gauge&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
{{table190|&lt;br /&gt;
:[[Hud_gauges.tbl#N-gon Sides:|Ngon Sides:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#N-gon Sides:|Ngon Offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar Orb:====&lt;br /&gt;
Adds a 3D orb radar gauge&lt;br /&gt;
 &lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used) &lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar BSG:==== &lt;br /&gt;
Adds a BSG style radar (a.k.a DRADIS).&lt;br /&gt;
&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XY Disc Filename:|XY Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XZ YZ Disc Filename:|XZ YZ Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Sweep Disc Filename:|Sweep Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Default Contact Filename:|Default Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unknown Contact Filename:|Unknown Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Loop Volume:|Loop Volume:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Minimum Beep Delay:|Minimum Beep Delay]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Afterburner Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining afterburner energy. Note that it only supports a vertical fill.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, the 1st is the bar lit for zero energy, the 2nd is the bar lit for max energy)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining weapon energy. Note that it only supports a vertical fill. &lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 4 frames, the 3rd is the bar lit for zero energy, the 2nd is the bar lit for max energy, frames 1 &amp;amp; 2 are not used)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Text Alignment:|Text Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Always Show Text:|Always Show Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Follows:|Text Follows:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Ballistic Ammo:|Show Ballistic Ammo:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Offsets:|Armed Guns List Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Alignment:|Armed Guns List Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Entry Height:|Armed Guns List Entry Height:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Text Warnings:==== &lt;br /&gt;
Adds a gauge that warns the player (current warnings are EMP, Launch, Evaded, Collision, Blast &amp;amp; Engine Wash).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Center Reticle:==== &lt;br /&gt;
Adds a &amp;quot;custom&amp;quot; center reticle.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint display:|Firepoint display:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint size:|Firepoint size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint X coordinate multiplier:|Firepoint X coordinate multiplier:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint Y coordinate multiplier:|Firepoint Y coordinate multiplier:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Throttle:====&lt;br /&gt;
Adds a gauge that shows the current throttle position.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Bottom Y-offset:|Foreground Clip Bottom Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Width:|Foreground Clip Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Background:|Show Background:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Speed Label Offsets:|Max Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Max Speed Label:|Show Max Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Min Speed Label:|Show Min Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Center Offsets:|Orbit Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Radius:|Orbit Radius:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Current Speed Offsets:|Current Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Speed Offsets:|Target Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Percentage:|Show Percentage:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Glide Status Offsets:|Glide Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Match Speed Status Offsets:|Match Speed Status Offsets:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Threat Indicator:==== &lt;br /&gt;
Adds a gauge that indicates when a lock-on has been achieved by an attacker, and if the player is being shot at.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Filename:|Dumbfire Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Offsets:|Dumbfire Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Offsets:|Lock Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Multiplayer Messages:====&lt;br /&gt;
Adds a gauge that displays the multiplayer messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Voice Status:====&lt;br /&gt;
Adds a gauge that displays the voice status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Ping:====&lt;br /&gt;
Adds a gauge that the ping time to the multiplayer server.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Supernova:====&lt;br /&gt;
Adds a gauge that warns the player of an impending supernova shock wave.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lock Indicator:====&lt;br /&gt;
Adds a Lock Indicator gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Filename:|Locked Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Center Offsets:|Lock Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Center Offsets:|Locked Center Offsets:]] (Optional)&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Loop Locked Animation:|Loop Locked Animation:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Blink Locked Animation:|Blink Locked Animation:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Offscreen Indicator:====&lt;br /&gt;
Adds an Offscreen Indicator.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Brackets:====&lt;br /&gt;
Adds a Target Bracket gauge. This is drawn around current target(s) and talkers.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Hostile Triangle:====&lt;br /&gt;
Adds a gauge that points to the nearest attacker, if it is off-screen and is not currently targeted.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Triangle:====&lt;br /&gt;
Adds a gauge that points to the targeted craft, if it is currently off-screen.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Missile Triangles:====&lt;br /&gt;
Adds a gauge that is used during attempting to lock onto a target when using an aspect seeking missile.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Indicator:====&lt;br /&gt;
Adds a gauge that leads (is in front) of the target.  Aim your crosshairs at this indicator to increase probability of hitting the target.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0: Secondaries lead indicator (Dumbfire)&lt;br /&gt;
::Frame #1: Secondaries lead indicator (Homing)&lt;br /&gt;
::Frame #2: Primaries lead indicator&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Orientation Tee:====&lt;br /&gt;
Adds a gauge that indicates the targeted craft&#039;s orientation in relation to the player&#039;s craft.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Sight:====&lt;br /&gt;
Adds a gauge that lags (is behind) the target.  Indicates where your shots will end up relative to the target&#039;s position.  To score a hit, this gauge should be over the target.  Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0 is used for secondaries&lt;br /&gt;
::* If only one frame is found in the file, then it is used for primaries instead&lt;br /&gt;
::Frame #1 is used for primaries&lt;br /&gt;
&lt;br /&gt;
====+Kills:====&lt;br /&gt;
Adds a gauge that keeps track of how many kills the player has scored during a mission.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Linking:====&lt;br /&gt;
Adds a gauge that indicates the selected weapons and their firing rates.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Filename:|Single Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Filename:|Double Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Filename:|Single Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Filename:|Double Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Filename:|Triple Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Offsets:|Single Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Offsets:|Double Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Offsets:|Single Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Offsets:|Double Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Offsets:|Triple Secondary Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Fixed Messages:====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
{{table375|&lt;br /&gt;
:[[Hud_gauges.tbl#Center Text On Gauge X-Position:|Center Text On Gauge X-Position:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Flight Path Marker:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Adds a gauge that indicates the direction where your ship is traveling. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Warhead Count:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Displays the name of the current secondary weapon. Tallies the ammo left. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Count Offsets:|Count Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Width:|Icon Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Height:|Icon Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Icons:|Max Icons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Columns:|Max Columns:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Alignment:|Name Alignment:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Hardpoints:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Draws a silhouette of the player&#039;s ship and mounted weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Width:|Line Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#View Direction:|View Direction:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Primary Weapons:|Show Primary Weapons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Secondary Weapons:|Show Secondary Weapons:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Primary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays primary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Secondary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays secondary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unlink X-offset:|Unlink X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Reload X-offset:|Reload X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$End Gauges===&lt;br /&gt;
The Gauges section must end with $End Gauges. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Gauge Configuration Options==&lt;br /&gt;
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Position:====&lt;br /&gt;
Defines the screen coordinates for the upper left corner of this gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel position&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]] (and many others)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scale Gauge:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define if a gauge size will scale or not. &lt;br /&gt;
&lt;br /&gt;
If false then gauge bitmaps will always show at their original size which may result in gauges being very small at high resolutions.&lt;br /&gt;
&lt;br /&gt;
If true then gauge bitmaps will scale in proportion to the current resolution vs the base HUD resolution in use. This may result in gauges becoming blurry at non-base resolutions.&lt;br /&gt;
&lt;br /&gt;
Defaults to yes/true.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039; scale_this_gauge&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Force Scaling Above:====&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If scaling is disabled for this gauge, then it will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Origin:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge position as a ratio of the screen size (base or current, it doesn&#039;t matter).&lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Offset:|Offset:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039; horizontal ratio 0.0 - 1.0, &#039;&#039;&#039;Float&#039;&#039;&#039; vertical ratio 0.0 - 1.0&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Offset:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge offset from [[Hud_gauges.tbl#Origin:|Origin:]] in base resolution pixels &lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Origin:|Origin:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel offset from Origin:, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel offset from Origin:&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Cockpit Target:====&lt;br /&gt;
The cockpit display that this gauge will be rendered to. Refers to the +Display Name: defined in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; String defined in +Display Name: in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]]&lt;br /&gt;
&lt;br /&gt;
=====Canvas Size:=====&lt;br /&gt;
The off-screen canvas this gauge will be rendered to before being interpolated into the actual cockpit display.  The smaller this number is, the larger the gauge will appear on the cockpit display.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Offset:=====&lt;br /&gt;
The position of the canvas on the cockpit display texture&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Size:=====&lt;br /&gt;
The interpolated size on the cockpit display texture that the canvas will be rendered to.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
====Color:====&lt;br /&gt;
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$Color: 1|$Color]] HUD option and [[Hud_gauges#$Color: 2|$Color]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Font:====&lt;br /&gt;
Optional. Overrides both previous font settings ([[Hud_gauges.tbl#$Font: 1|$Font]] HUD option and [[Hud_gauges#$Font: 2|$Font]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name:====&lt;br /&gt;
Defines the name of this custom gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text:====&lt;br /&gt;
Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====X Offset:====&lt;br /&gt;
Optional. Defines the horizontal pixel offset (from the gauge&#039;s origin as defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Y Offset:====&lt;br /&gt;
Optional. Defines the vertical pixel offset (from the gauge&#039;s origin defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Gauge Type:====&lt;br /&gt;
Defines the type of gauge this is.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any one of the possible [[gauge types]].&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slew:====&lt;br /&gt;
Optional. Determines whether or not this gauge is affected by afterburner shaking or similar effects. If set to &amp;quot;true&amp;quot;, the gauge will &amp;lt;strong&amp;gt;not&amp;lt;/strong&amp;gt; follow the player&#039;s head movements when using TrackIR/padlock. i.e. should be used for gauges like the gunsight/leadsight.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Max Lines:====&lt;br /&gt;
Optional. Specifies the maximum number of message lines that are displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Width:====&lt;br /&gt;
Optional. Determines how long each message line may be.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Line Height:====&lt;br /&gt;
Optional. Determines the distance between line origins. (i.g. for a 12pt Font, there are needs to be at least 12 pixels between the bottom of one line and the next, otherwise the text will overlap each)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 9&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
====Total Lifetime:====&lt;br /&gt;
Optional. Determines the maximum time the message gauge will be displayed from the time a new message is received.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 14000 (14 seconds)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scroll Time:====&lt;br /&gt;
Optional. Determines the time for the messages to scroll up one step.( See [[Hud_gauges.tbl#Step Size:|Step Size:]] )&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 30&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Step Size:====&lt;br /&gt;
Optional. Determines how many pixels to shift message lines during scrolling. Messages will be shifted up by this amount until they are on the next line (as defined by [[Hud_gauges.tbl#Line Height:|Line Height:]])&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Active by default:====&lt;br /&gt;
Optional. Determines whether or not this gauge is always active, or only available after being activated via sexp.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Filename:====&lt;br /&gt;
Designates the [[Multimedia_Files#ANI|.ANI]] or [[Multimedia_Files#EFF|.EFF]] used for this gauge&#039;s background graphic.&lt;br /&gt;
{{Note| All HUD .ANI&#039;s must have the same color palette as the retail .ANI&#039;s in order to render properly. (.EFF&#039;s do not have this restriction)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
**No filename extension is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the top background. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Bottom background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Left side of gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====First Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Right side of the gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Last Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the (Wing) Entry section of the gauge (aka the middle sections).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]], [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Middle Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Middle Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Entry Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Filename:====&lt;br /&gt;
Optional. Designates an alternate file to be used for ballistic weapons.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename]], [[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename]], [[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename]], [[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename]], [[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename]], [[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Filename:====&lt;br /&gt;
Optional. Designates which file to use for the wingman graphic (a.k.a. the Dot)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for headers of various gauges&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:Weapons:&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]],  [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fixed Header Position:====&lt;br /&gt;
Optional. If set, the header text will not change position when the gauge changes size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Y-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship Text. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Value Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the value label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Status X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock status. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Time X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock time. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the Damage gauge Hull integrity textbox(?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Value X-offset:====&lt;br /&gt;
Optional. Designates the offsets from the hull integrity textbox&#039;s upper left corner for the hull integrity value. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Background Height:====&lt;br /&gt;
Optional. Designates the height of the Top background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Width:====&lt;br /&gt;
Optional. Defines the width of the Left Background.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Width:====&lt;br /&gt;
Optional. Defines the width of the Entry Background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Height:====&lt;br /&gt;
Optional. Designates the height of the Subsystem entry (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem List Start Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the start of the Subsytem List (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Value X-offset:====&lt;br /&gt;
Optional. Designates the horizontal offset from the Subsystem List&#039;s position (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Wing Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for a single wing (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Multiple Wing Start Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for multiple wings (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wing Name Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship header (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the All wingman status icons.&lt;br /&gt;
*Syntax:&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 1&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 2&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 3&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 4&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 5&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 6&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
{{Warning|&lt;br /&gt;
All 6 wingman positions must be defined}}&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Expansion Mode:====&lt;br /&gt;
Optional. Denotes which direction (in relation to the player&#039;s wing) that the other wings should be appended to the gauge. If enabled, then wingmen dot colors will be &lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Use Full Wing Names:====&lt;br /&gt;
{{Table214|&lt;br /&gt;
Optional. If enabled the wingmen gauge draws the full wing name and does not alter the capitalization. Default behavior is to draw the first three letters of the wing in all lower-case.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Use Expanded Colors:====&lt;br /&gt;
{{Table214|&lt;br /&gt;
Optional. If enabled the wingmen gauge status dots use red, yellow, or green color to designate wingmen health (green full to greater thon two-thirds, yellow two-thirds to greater than one-third, and red less than or equal to one-third). Default is to use red for less than half health and gauge color otherwise.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Auto Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Auto&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]], [[Hud_gagues.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Speed&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Target Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Target&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Offsets:====&lt;br /&gt;
Optional. Defines the offsets for the animation graphics.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Background Size:====&lt;br /&gt;
Deprecated. Originally, this set the size of the black box that&#039;s drawn behind the animation. Since Git revision 556e9a4 (2015-11-01), it has the same effect as [[Hud_gauges.tbl#Animation Size:|Animation Size:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Size:====&lt;br /&gt;
{{table373|&lt;br /&gt;
Optional. Defines the size of the animation. All animations will be scaled to match this size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinate offsets for the start of the Directives list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
Optional. Defines the height of each Directive&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Offsets:====&lt;br /&gt;
Opetional. Defines the screen coordinate offsets for headers of ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Header Offset:|+Header Offset:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Background X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate offset for the Top Primary Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text X-offset:====&lt;br /&gt;
(Optional) Defines the screen coordinate X-offset for weapon labels&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate X-offset for ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary Background X-offset:]], [[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Secondary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Link X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Linked X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Reload X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
====3 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 3 digit range (i.e. &amp;gt;= 100%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====2 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 2 digit range (i.e. 100% &amp;gt; hull damage%  &amp;gt;= 10%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====1 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 1 digit range (i.e. 10% &amp;gt; hull damage%  &amp;gt;= 0%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
====Objective Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Objective label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Objective Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Objective value&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Subspace label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Subspace value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Text Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Command X-offset:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Up Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Down Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039; Integer y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Stagger Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Text:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ship Name Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right-Align Ship Names:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
* Sets the height, in pixels, of the gauge.&lt;br /&gt;
** For the [[Hud_gauges.tbl#+Throttle|Throttle]], sets the height of the gauge that represents 0% to 100% throttle.  The total height of the gauge is the sum of this value and the [[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height]] value.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]], [[Hud_gauges.tbl#+ETS Weapons:|+ETS Weapons]], [[Hud_gauges.tbl#+ETS Engines:|+ETS Engines]], [[Hud_gauges.tbl#+ETS Shields:|+ETS Shields]], [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor]], [[Hud_gauges.tbl#+Afterburner Energy|+Afterburner Energy]],  [[Hud_gauges.tbl#+Weapon Energy|+Weapon Energy]], [[Hud_gauges.tbl#+Throttle:|+Throttle]]&lt;br /&gt;
&lt;br /&gt;
====Letter Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gauge Offset:====&lt;br /&gt;
*Distance between the individual weapon/shield/engine ETS gauges that comprise this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Monitor Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Contents Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bracket Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Time Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Radar Center Offsets:====&lt;br /&gt;
Defines the radar&#039;s plot origin as an offset, in pixels, from this gauge&#039;s [[Hud_gauges.tbl#Position|Position]] coordinates&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Radar Size:====&lt;br /&gt;
Size, in pixels, of the radar plot area.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Infinity Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the infinity radar range symbol.&lt;br /&gt;
&lt;br /&gt;
====Long Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the long range radar text (i.e. 10k).&lt;br /&gt;
&lt;br /&gt;
====Short Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the short range radar text (i.e. 2k).&lt;br /&gt;
&lt;br /&gt;
====Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XY Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XZ YZ Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sweep Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Default Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unknown Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Loop Volume:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Minimum Beep Delay:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint display:====&lt;br /&gt;
Displays the positions of the gun firepoints on your ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, YES or NO&lt;br /&gt;
&lt;br /&gt;
NOTE: The position of the firepoints is calculated from the Eye Point position in the POF. You may encounter weird results if you have no Eye Point defined, but no debug warnings will be raised.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
====Firepoint size:====&lt;br /&gt;
Diameter of the gunpoint circles.  &#039;&#039;&#039;Must be 4 or greater&#039;&#039;&#039; in order to work properly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint X coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint Y coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Bottom Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Afterburner Clip Height:====&lt;br /&gt;
* Sets the area of the throttle gauge that represents the Afterburner segment (which is on top of the 0% to 100% area).  The total height of the gauge is determined by the sum of this value and [[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
====Show Background:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Min Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Radius:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Arc Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames (but only the 2nd frame is used ?!?!? for threat &amp;amp; weapon linking so far)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active.&lt;br /&gt;
&lt;br /&gt;
Internally FSO also refers to this as the &amp;quot;laser threat warning&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active. Frames cycle twice as fast when a lock has been acquired, compared to when a lock is being acquired.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Locked Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Locked Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Loop Locked Animation:====&lt;br /&gt;
&lt;br /&gt;
Controls whether the animation should loop after locking on, like in FS1.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Blink Locked Animation:====&lt;br /&gt;
&lt;br /&gt;
Controls whether the animation should blink after locking on, like in FS2.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Radius:====&lt;br /&gt;
Defines the distance from the center of the screen to the base of the Hostile Triangle gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Base:====&lt;br /&gt;
Defines the width of the Hostile Triangle&#039;s base.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Height:====&lt;br /&gt;
Defines the height of the Hostile Triangle.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lead Indicator:|+Lead Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Primary Filename:====&lt;br /&gt;
Designates the file to use for primary linking for ships with a single primary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected (not that this should ever be able to happen), 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Filename:====&lt;br /&gt;
	&lt;br /&gt;
Designates the file to use for primary linking for ships with two primary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames:&lt;br /&gt;
* Frame 0 is no banks selected&lt;br /&gt;
* Frame 1 is 1st bank selected&lt;br /&gt;
* Frame 2 is 2nd bank selected&lt;br /&gt;
* Frame 3 is both banks selected/linked&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with a single secondary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected, 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 3 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected, 4th is bank 3 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Hidden By Comms Menu:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines whether the messages gauge may be drawn at the same time as the wingman comms menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; (messages are not visible while the comms menu is open)&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Offset:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines the vertical pixel offset added to the position of the bottom background frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]}}&lt;br /&gt;
&lt;br /&gt;
====Center Text On Gauge X-Position:====&lt;br /&gt;
{{Table375|&lt;br /&gt;
Sets whether to position the center of the text to the gauge&#039;s X-position.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; if the gauge is explicitly given a position, &#039;&#039;&#039;true&#039;&#039;&#039; otherwise&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Fixed Messages:|+Fixed Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
====Ngon Sides:====&lt;br /&gt;
{{Table190|&lt;br /&gt;
Defines the number of sides a regular polygon (N-gon) radar has.  If defined, the standard radar&#039;s edge is drawn as an N-gon, instead of the standard ellipsoid.  Blips that are projected outside of the N-gon are snapped to the edge: the blip&#039;s angle stays the same but the blip&#039;s radius to the center of the plot area is reduced.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;0&#039;&#039;&#039; A value of 0 means to use the standard ellipsoid radar&lt;br /&gt;
*Minimum value: &#039;&#039;&#039;3&#039;&#039;&#039; (which is a triangle)&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]}}&lt;br /&gt;
&lt;br /&gt;
====Ngon Offset:====&lt;br /&gt;
{{Table190|&lt;br /&gt;
Defines the angular offset to apply to the N-gon perimeter.  The first vertex is at the 3 o&#039;clock position, positive offsets spin this vertex counter-clockwise, negative offsets spin this clockwise.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Float&#039;&#039;&#039; (radians)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=64017</id>
		<title>Hud gauges.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=64017"/>
		<updated>2022-10-14T15:01:46Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* N-gon Sides: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP table}}&lt;br /&gt;
{{TableVersionGit|2016-09-14|f9bc01c}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;hud_gauges.tbl&#039;&#039;&#039; is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).&lt;br /&gt;
&lt;br /&gt;
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm&lt;br /&gt;
&lt;br /&gt;
==HUD Configurations==&lt;br /&gt;
The following entries are used on the HUD system, but have not been grouped with any particular gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Load Retail Configuration:===&lt;br /&gt;
Optional. If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.&lt;br /&gt;
&lt;br /&gt;
If no, any missing (default) gauge will prompt an error.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Color:===&lt;br /&gt;
Optional. Sets the default HUD color for all gauges.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; Red, &#039;&#039;&#039;Integer&#039;&#039;&#039; Green, &#039;&#039;&#039;Integer&#039;&#039;&#039; Blue)&lt;br /&gt;
*Valid Values: all values from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Font:===&lt;br /&gt;
Optional. Sets the font type to use for the HUD. This can either be a string or a number. A string references a font with a specific name while a number references a font with a specific index in the fonts table. The number option is deprecated and is only there for backwards-compatibility. Use the name if possible.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;Integer&#039;&#039;&#039; font index number&lt;br /&gt;
*Valid Values: Any name or font index as defined in [[Fonts.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Only:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Sets gauges to be displayed only in Chase View.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Directives:===&lt;br /&gt;
Optional. Sets the default maximum number of directives displayed simultaneously.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; maximum number of directives&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Value: &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Escort Ships:===&lt;br /&gt;
Optional. Sets the default maximum number of escort ships to be shown in the escort list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
{{Warning|&lt;br /&gt;
Entries more than 16 will cause the list to overflow into the weapons list for resolutions lower than 1024x768.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length Unit Multiplier:===&lt;br /&gt;
Optional. Sets the multiplier to applied to the reported distances. For example, if the multiplier is 0.5, then the distance reported to the player will (or at least should) be 0.5 x actual distance.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Speed Unit Multiplier:===&lt;br /&gt;
Optional. Analogous to [[Hud_gauges.tbl#$Length Unit Multiplier:|$Length Unit Multiplier]], this sets the multiplier to be applied to all speeds reported to the player. For example, if the multiplier is 0.5, the the speed reported to the player will (or at least should) be 0.5 x actual speed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Values:&lt;br /&gt;
:&#039;&#039;&#039;The value used in $Length Unit Multiplier&#039;&#039;&#039;, or&lt;br /&gt;
:&#039;&#039;&#039;1&#039;&#039;&#039;, if $Length Unit Multiplier is undefined&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Wireframe Targetbox:===&lt;br /&gt;
Optional. Defines the default draw method for the target viewer (a.k.a. targetbox).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; Draw method ID&lt;br /&gt;
*Valid Values:&lt;br /&gt;
::&#039;&#039;&#039;0&#039;&#039;&#039; - Standard with full, bright lighting&lt;br /&gt;
::&#039;&#039;&#039;1&#039;&#039;&#039; - Wireframe&lt;br /&gt;
::&#039;&#039;&#039;2&#039;&#039;&#039; - Standard with proper lighting (i.e. lit the same as the actual target)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
::&#039;&#039;&#039;3&#039;&#039;&#039; - Untextured with full bright lighting (i.e. drawn with a single flat color)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Targetbox Shader Effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Optional. If set, defines a unique ID for a shader effect to be used when rendering a ship for the targeting box. The ID will be passed to the main shader as in [[Post_processing.tbl##Ship_Effects|#Ship_Effects]], but a table entry for the effect is not needed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lock Wireframe Mode:===&lt;br /&gt;
Optional. If set, prevents targetbox draw method from being changed during the gaming session.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, all gauges will use this value as the default for scaling individual gauge sizes (i.e. doesn&#039;t affect gauges that use Position:, and doesn&#039;t affect the values of Offset:.  In addition, if &amp;quot;$Load Retail Configuration:&amp;quot; is true then all unspecified retail gauges will use this value.&lt;br /&gt;
&lt;br /&gt;
If not set, defaults to yes. &lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Reticle Style:===&lt;br /&gt;
Optional. Defines which aiming reticle to use.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: &lt;br /&gt;
:&#039;&#039;&#039;FS1&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1_fs1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;FS2&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==#Gauge Config==&lt;br /&gt;
The following entries define default gauge appearance and behavior. Each gauge has the option of overriding these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
Deprecated and superceded by $Ships in FSO revision 9208. If defined, the following config data will only be used if the player ship is of the supplied ship class. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, ship class name&lt;br /&gt;
&lt;br /&gt;
===$Ships:===&lt;br /&gt;
Optional. Can be used to define a list of ships the hud definition that follows will be applied to. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*`Syntax: &#039;&#039;&#039;( &amp;quot;Class name 1&amp;quot; &amp;quot;Class name 2&amp;quot; )&#039;&#039;&#039;, ship class names formatted like a flag list.&lt;br /&gt;
&lt;br /&gt;
====$Load Retail Configuration:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Load Retail Configuration: 1|$Load Retail Configuration]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Color:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Color: 1|$Color]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Font:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Font: 1|$Font]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Chase View Only:====&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base:===&lt;br /&gt;
Required. Defines the base resolution for this HUD configuration, upon which other gauge options (such as [[Hud_gauges.tbl#Position:|Position:]] / [[Hud_gauges.tbl#Origin:|Origin:]] / [[Hud_gauges.tbl#Offset:|Offset:]]) will use as its coordinate system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, will configure gauges Scaling behaviour for gauges in this #Gauge Config section. i.e. overriding the default, or the value specified at the top of the file.  Individual gauges can override this setting.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Required Aspect:===&lt;br /&gt;
Optional. If set, this configuration will only be loaded for the specified aspect ratios.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
:&amp;quot;Full Screen&amp;quot; (4:3, aspect ratio &amp;lt; 1.5)&lt;br /&gt;
:&amp;quot;Wide Screen&amp;quot; (16:9, 16:10, or similar, aspect ratio &amp;gt;= 1.5)&lt;br /&gt;
&lt;br /&gt;
===$Min:===&lt;br /&gt;
Optional. Minimum resolution for this config. Any resolution lower than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Max:===&lt;br /&gt;
Optional. Maximum resolution for this config.  Any resolution higher than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Gauges:===&lt;br /&gt;
Following entries define gauge-specific behavior. For the most part, each gauge has its own overrides that, if not defined, would otherwise use the global values.&lt;br /&gt;
&lt;br /&gt;
Since many gauges have the same configuration options, each gauge entry has a list of valid sub-entries. Unless stated otherwise, these options must be defined in the same order as they are shown, starting from the top and ending at the bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Custom:====&lt;br /&gt;
Adds a custom gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Text:|Text:]]&lt;br /&gt;
:[[Hud_gauges.tbl#X Offset:|X Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Y Offset:|Y Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Type:|Gauge Type:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Active by default:|Active by default:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
{{table381|&lt;br /&gt;
====+Scripted Gauge:====&lt;br /&gt;
Adds a scripted gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Messages:==== &lt;br /&gt;
Adds a gauge that display mission messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Lines:|Max Lines:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Width:|Max Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Height:|Line Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Total Lifetime:|Total Lifetime:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Scroll Time:|Scroll Time]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Step Size:|Step Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hidden By Comms Menu:|Hidden By Comms Menu:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Training Messages:==== &lt;br /&gt;
Adds a text box, like the ones seen in the FS1 and FS2 training missions.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Support:====&lt;br /&gt;
Adds a text box that shows the Support ship&#039;s status and ETA&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Y-offset:|Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Status X-offset:|Dock Status X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Time X-offset:|Dock Time X-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Damage:==== &lt;br /&gt;
Adds a gauge that shows how much damage a target (or the player?) has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Offsets:|Hull Integrity Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Value X-offset:|Hull Integrity Value X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Height:|Subsystem Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem List Start Offsets:|Subsystem List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Value X-offset:|Subsystem Entry Value X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Wingman Status:==== &lt;br /&gt;
Adds a gauge that monitors the status of your wing and squadron.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional) (needs an animation with two frames, 1st is for alive wingmen, 2nd is for dead or missing wingmen)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
[[Hud_gauges.tbl#Fixed Header Position:|Fixed Header Position:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Size:|First Background Size:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Size:|Entry Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Offset:|Right Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Offset:|Last Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Single Wing Offsets:|Single Wing Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Multiple Wing Start Offsets:|Multiple Wing Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Wing Name Offsets:|Wing Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Offsets:|Dot Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Expansion Mode:|Expansion Mode:]] (Optional)&lt;br /&gt;
{{Table214|&lt;br /&gt;
:[[Hud_gauges.tbl#Use Full Wing Names:|Use Full Wing Names:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Use Expanded Colors:|Use Expanded Colors:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Speed:==== &lt;br /&gt;
Adds the Auto-Speed mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 4 frames, 3rd is without auto-match-speed enabled, 4th is with... and frames 0 &amp;amp; 1 are not used, done this way because retail fs2 uses the same animation file for the auto speed &amp;amp; auto targeting gauges)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Target:==== &lt;br /&gt;
Adds the Auto-target mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 2 frames, 1st is without auto-targeting enabled, 2nd is with)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Offsets:|Target Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Countermeasures:==== &lt;br /&gt;
Adds a gauge that monitors the amount of remaining countermeasures the player&#039;s ship currently has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Talking Head:==== &lt;br /&gt;
Adds a video window to display pilot message videos (a.k.a talking heads).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Offsets:|Animation Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Background Size:|Animation Background Size:]] (Deprecated)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Size:|Animation Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Directives:==== &lt;br /&gt;
Adds a gauge that displays all currently active directives (includes current , completed, and failed)&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Line Width:|Max Line Width:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Weapons:==== &lt;br /&gt;
Adds a weapon status and ammunition gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary BackgroundX-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Frame Height:|Top Primary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Secondary Frame Height:|Top Secondary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Start Y-offset:|Primary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Start Y-offset:|Secondary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Ammo X-offset:|Primary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Link X-offset:|Primary Weapon Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Name X-offset:|Primary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Ammo X-offset:|Secondary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Linked X-offset:|Secondary Weapon Linked X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Name X-offset:|Secondary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Reload X-offset:|Secondary Weapon Reload X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Entry Height:|Primary Weapon Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Entry Height:|Secondary Weapon Entry Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Objective notify:====&lt;br /&gt;
Adds a Objective notifier gauge. This gauge alerts the player when receiving a new objective, or when an objective has been completed or failed. Additionally, this gauge alerts the player when entering subspace, and when a Red Alert mission orders are being received (prior to a forced subspace jump).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Text Y-offset:|Objective Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Value Y-offset:|Objective Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Text Y-offset:|Subspace Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Value Y-offset:|Subspace Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Text Y-offset:|Red Alert Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Value Y-offset:|Red Alert Value Y-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Squad Message====&lt;br /&gt;
Adds the squad message gauge. In FS1 and FS2, this gauge is used to send commands to your squad. (?)&lt;br /&gt;
&lt;br /&gt;
*Valid sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]  (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset|Bottom Background Offset]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Command X-offset:|Command X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Up Offsets:|Page Up Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Down Offsets:|Page Down Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Lag:==== &lt;br /&gt;
Adds a Lag gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Mini Target Shields:====&lt;br /&gt;
Adds a mini Target shields gauge. In FS1 and FS2, the Mini Target Shield gauge is the one right below the center reticle, and shows the hull damage in %&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (animation needs 8 frames; 0-&amp;gt;3 are the top, right, bottom &amp;amp; left shield quads; 4-&amp;gt;7 are the same except brighter for when the quad is flashing from being hit)&lt;br /&gt;
:[[Hud_gauges.tbl#3 Digit Hull Offsets:|3 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#2 Digit Hull Offsets:|2 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#1 Digit Hull Offsets:|1 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Player Shields:==== &lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the player&#039;s craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Shields:====&lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the targeted craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Escort View:====&lt;br /&gt;
Adds an escort monitor/view gauge. This gauge monitors the status of all ships assigned to the player to escort.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Stagger Width:|Entry Stagger Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull X-offset:|Hull X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status X-offset:|Status X-offset]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Ship Name Max Width:|Ship Name Max Width:]] (Optional)}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Right-Align Ship Names:|Right-Align Ship Names:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Mission Time:==== &lt;br /&gt;
Adds a gauge that displays the current mission time.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+ETS Retail:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Draws the three other ETS gauges as a single gauge.  Will automatically rearrange itself (like retail) if shields or other systems are missing.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Offset:|Gauge Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+ETS Weapons:====&lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the energy weapons.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Engines:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the afterburner/engines.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Shields:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the shields.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Monitor:==== &lt;br /&gt;
Adds a target monitor gauge that shows the targeted ship&#039;s relative orientation and hull strength, among other things.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional) (needs animation with 2 frames, 1st is the background for the target, 2nd is the border; rendered last)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Alpha Mask Filename:|Monitor Alpha Mask Filename:]] (Optional) (needs animation with a single frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional) (needs animation with 2 frames, 1st is a zero/dark filled bar, 2nd is a max/bright filled bar)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Offsets:|Viewport Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Size:|Viewport Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Offsets:|Integrity Bar Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Foreground Clip Height:|Integrity Bar Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status Offsets:|Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Class Offsets:|Class Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Distance Offsets:|Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Offsets:|Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Contents Offsets:|Cargo Contents Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Start Offsets:|Cargo Scan Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Size:|Cargo Scan Size:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Name Offsets:|Subsystem Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Integrity Offsets:|Subsystem Integrity Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Disabled Status Offsets:|Disabled Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Desaturate:|Desaturate:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Extra Target Data:====&lt;br /&gt;
Adds a gauge that displays &amp;quot;extra&amp;quot; target data, such as its current orders and docking status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 1 frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bracket Offsets:|Bracket Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Max Width:|Dock Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Order Max Width:|Order Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar:====&lt;br /&gt;
Adds a standard radar gauge&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
{{table190|&lt;br /&gt;
:[[Hud_gauges.tbl#N-gon Sides:|Ngon Sides:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#N-gon Sides:|Ngon Offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar Orb:====&lt;br /&gt;
Adds a 3D orb radar gauge&lt;br /&gt;
 &lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used) &lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar BSG:==== &lt;br /&gt;
Adds a BSG style radar (a.k.a DRADIS).&lt;br /&gt;
&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XY Disc Filename:|XY Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XZ YZ Disc Filename:|XZ YZ Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Sweep Disc Filename:|Sweep Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Default Contact Filename:|Default Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unknown Contact Filename:|Unknown Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Loop Volume:|Loop Volume:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Minimum Beep Delay:|Minimum Beep Delay]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Afterburner Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining afterburner energy. Note that it only supports a vertical fill.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, the 1st is the bar lit for zero energy, the 2nd is the bar lit for max energy)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining weapon energy. Note that it only supports a vertical fill. &lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 4 frames, the 3rd is the bar lit for zero energy, the 2nd is the bar lit for max energy, frames 1 &amp;amp; 2 are not used)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Text Alignment:|Text Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Always Show Text:|Always Show Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Follows:|Text Follows:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Ballistic Ammo:|Show Ballistic Ammo:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Offsets:|Armed Guns List Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Alignment:|Armed Guns List Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Entry Height:|Armed Guns List Entry Height:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Text Warnings:==== &lt;br /&gt;
Adds a gauge that warns the player (current warnings are EMP, Launch, Evaded, Collision, Blast &amp;amp; Engine Wash).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Center Reticle:==== &lt;br /&gt;
Adds a &amp;quot;custom&amp;quot; center reticle.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint display:|Firepoint display:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint size:|Firepoint size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint X coordinate multiplier:|Firepoint X coordinate multiplier:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint Y coordinate multiplier:|Firepoint Y coordinate multiplier:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Throttle:====&lt;br /&gt;
Adds a gauge that shows the current throttle position.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Bottom Y-offset:|Foreground Clip Bottom Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Width:|Foreground Clip Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Background:|Show Background:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Speed Label Offsets:|Max Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Max Speed Label:|Show Max Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Min Speed Label:|Show Min Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Center Offsets:|Orbit Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Radius:|Orbit Radius:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Current Speed Offsets:|Current Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Speed Offsets:|Target Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Percentage:|Show Percentage:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Glide Status Offsets:|Glide Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Match Speed Status Offsets:|Match Speed Status Offsets:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Threat Indicator:==== &lt;br /&gt;
Adds a gauge that indicates when a lock-on has been achieved by an attacker, and if the player is being shot at.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Filename:|Dumbfire Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Offsets:|Dumbfire Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Offsets:|Lock Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Multiplayer Messages:====&lt;br /&gt;
Adds a gauge that displays the multiplayer messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Voice Status:====&lt;br /&gt;
Adds a gauge that displays the voice status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Ping:====&lt;br /&gt;
Adds a gauge that the ping time to the multiplayer server.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Supernova:====&lt;br /&gt;
Adds a gauge that warns the player of an impending supernova shock wave.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lock Indicator:====&lt;br /&gt;
Adds a Lock Indicator gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Filename:|Locked Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Center Offsets:|Lock Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Center Offsets:|Locked Center Offsets:]] (Optional)&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Loop Locked Animation:|Loop Locked Animation:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Blink Locked Animation:|Blink Locked Animation:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Offscreen Indicator:====&lt;br /&gt;
Adds an Offscreen Indicator.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Brackets:====&lt;br /&gt;
Adds a Target Bracket gauge. This is drawn around current target(s) and talkers.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Hostile Triangle:====&lt;br /&gt;
Adds a gauge that points to the nearest attacker, if it is off-screen and is not currently targeted.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Triangle:====&lt;br /&gt;
Adds a gauge that points to the targeted craft, if it is currently off-screen.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Missile Triangles:====&lt;br /&gt;
Adds a gauge that is used during attempting to lock onto a target when using an aspect seeking missile.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Indicator:====&lt;br /&gt;
Adds a gauge that leads (is in front) of the target.  Aim your crosshairs at this indicator to increase probability of hitting the target.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0: Secondaries lead indicator (Dumbfire)&lt;br /&gt;
::Frame #1: Secondaries lead indicator (Homing)&lt;br /&gt;
::Frame #2: Primaries lead indicator&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Orientation Tee:====&lt;br /&gt;
Adds a gauge that indicates the targeted craft&#039;s orientation in relation to the player&#039;s craft.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Sight:====&lt;br /&gt;
Adds a gauge that lags (is behind) the target.  Indicates where your shots will end up relative to the target&#039;s position.  To score a hit, this gauge should be over the target.  Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0 is used for secondaries&lt;br /&gt;
::* If only one frame is found in the file, then it is used for primaries instead&lt;br /&gt;
::Frame #1 is used for primaries&lt;br /&gt;
&lt;br /&gt;
====+Kills:====&lt;br /&gt;
Adds a gauge that keeps track of how many kills the player has scored during a mission.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Linking:====&lt;br /&gt;
Adds a gauge that indicates the selected weapons and their firing rates.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Filename:|Single Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Filename:|Double Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Filename:|Single Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Filename:|Double Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Filename:|Triple Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Offsets:|Single Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Offsets:|Double Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Offsets:|Single Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Offsets:|Double Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Offsets:|Triple Secondary Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Fixed Messages:====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
{{table375|&lt;br /&gt;
:[[Hud_gauges.tbl#Center Text On Gauge X-Position:|Center Text On Gauge X-Position:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Flight Path Marker:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Adds a gauge that indicates the direction where your ship is traveling. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Warhead Count:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Displays the name of the current secondary weapon. Tallies the ammo left. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Count Offsets:|Count Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Width:|Icon Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Height:|Icon Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Icons:|Max Icons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Columns:|Max Columns:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Alignment:|Name Alignment:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Hardpoints:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Draws a silhouette of the player&#039;s ship and mounted weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Width:|Line Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#View Direction:|View Direction:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Primary Weapons:|Show Primary Weapons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Secondary Weapons:|Show Secondary Weapons:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Primary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays primary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Secondary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays secondary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unlink X-offset:|Unlink X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Reload X-offset:|Reload X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$End Gauges===&lt;br /&gt;
The Gauges section must end with $End Gauges. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Gauge Configuration Options==&lt;br /&gt;
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Position:====&lt;br /&gt;
Defines the screen coordinates for the upper left corner of this gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel position&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]] (and many others)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scale Gauge:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define if a gauge size will scale or not. &lt;br /&gt;
&lt;br /&gt;
If false then gauge bitmaps will always show at their original size which may result in gauges being very small at high resolutions.&lt;br /&gt;
&lt;br /&gt;
If true then gauge bitmaps will scale in proportion to the current resolution vs the base HUD resolution in use. This may result in gauges becoming blurry at non-base resolutions.&lt;br /&gt;
&lt;br /&gt;
Defaults to yes/true.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039; scale_this_gauge&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Force Scaling Above:====&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If scaling is disabled for this gauge, then it will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Origin:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge position as a ratio of the screen size (base or current, it doesn&#039;t matter).&lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Offset:|Offset:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039; horizontal ratio 0.0 - 1.0, &#039;&#039;&#039;Float&#039;&#039;&#039; vertical ratio 0.0 - 1.0&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Offset:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge offset from [[Hud_gauges.tbl#Origin:|Origin:]] in base resolution pixels &lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Origin:|Origin:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel offset from Origin:, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel offset from Origin:&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Cockpit Target:====&lt;br /&gt;
The cockpit display that this gauge will be rendered to. Refers to the +Display Name: defined in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; String defined in +Display Name: in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]]&lt;br /&gt;
&lt;br /&gt;
=====Canvas Size:=====&lt;br /&gt;
The off-screen canvas this gauge will be rendered to before being interpolated into the actual cockpit display.  The smaller this number is, the larger the gauge will appear on the cockpit display.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Offset:=====&lt;br /&gt;
The position of the canvas on the cockpit display texture&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Size:=====&lt;br /&gt;
The interpolated size on the cockpit display texture that the canvas will be rendered to.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
====Color:====&lt;br /&gt;
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$Color: 1|$Color]] HUD option and [[Hud_gauges#$Color: 2|$Color]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Font:====&lt;br /&gt;
Optional. Overrides both previous font settings ([[Hud_gauges.tbl#$Font: 1|$Font]] HUD option and [[Hud_gauges#$Font: 2|$Font]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name:====&lt;br /&gt;
Defines the name of this custom gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text:====&lt;br /&gt;
Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====X Offset:====&lt;br /&gt;
Optional. Defines the horizontal pixel offset (from the gauge&#039;s origin as defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Y Offset:====&lt;br /&gt;
Optional. Defines the vertical pixel offset (from the gauge&#039;s origin defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Gauge Type:====&lt;br /&gt;
Defines the type of gauge this is.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any one of the possible [[gauge types]].&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slew:====&lt;br /&gt;
Optional. Determines whether or not this gauge is affected by afterburner shaking or similar effects. If set to &amp;quot;true&amp;quot;, the gauge will &amp;lt;strong&amp;gt;not&amp;lt;/strong&amp;gt; follow the player&#039;s head movements when using TrackIR/padlock. i.e. should be used for gauges like the gunsight/leadsight.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Max Lines:====&lt;br /&gt;
Optional. Specifies the maximum number of message lines that are displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Width:====&lt;br /&gt;
Optional. Determines how long each message line may be.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Line Height:====&lt;br /&gt;
Optional. Determines the distance between line origins. (i.g. for a 12pt Font, there are needs to be at least 12 pixels between the bottom of one line and the next, otherwise the text will overlap each)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 9&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
====Total Lifetime:====&lt;br /&gt;
Optional. Determines the maximum time the message gauge will be displayed from the time a new message is received.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 14000 (14 seconds)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scroll Time:====&lt;br /&gt;
Optional. Determines the time for the messages to scroll up one step.( See [[Hud_gauges.tbl#Step Size:|Step Size:]] )&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 30&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Step Size:====&lt;br /&gt;
Optional. Determines how many pixels to shift message lines during scrolling. Messages will be shifted up by this amount until they are on the next line (as defined by [[Hud_gauges.tbl#Line Height:|Line Height:]])&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Active by default:====&lt;br /&gt;
Optional. Determines whether or not this gauge is always active, or only available after being activated via sexp.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Filename:====&lt;br /&gt;
Designates the [[Multimedia_Files#ANI|.ANI]] or [[Multimedia_Files#EFF|.EFF]] used for this gauge&#039;s background graphic.&lt;br /&gt;
{{Note| All HUD .ANI&#039;s must have the same color palette as the retail .ANI&#039;s in order to render properly. (.EFF&#039;s do not have this restriction)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
**No filename extension is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the top background. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Bottom background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Left side of gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====First Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Right side of the gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Last Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the (Wing) Entry section of the gauge (aka the middle sections).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]], [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Middle Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Middle Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Entry Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Filename:====&lt;br /&gt;
Optional. Designates an alternate file to be used for ballistic weapons.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename]], [[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename]], [[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename]], [[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename]], [[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename]], [[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Filename:====&lt;br /&gt;
Optional. Designates which file to use for the wingman graphic (a.k.a. the Dot)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for headers of various gauges&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:Weapons:&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]],  [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fixed Header Position:====&lt;br /&gt;
Optional. If set, the header text will not change position when the gauge changes size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Y-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship Text. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Value Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the value label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Status X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock status. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Time X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock time. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the Damage gauge Hull integrity textbox(?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Value X-offset:====&lt;br /&gt;
Optional. Designates the offsets from the hull integrity textbox&#039;s upper left corner for the hull integrity value. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Background Height:====&lt;br /&gt;
Optional. Designates the height of the Top background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Width:====&lt;br /&gt;
Optional. Defines the width of the Left Background.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Width:====&lt;br /&gt;
Optional. Defines the width of the Entry Background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Height:====&lt;br /&gt;
Optional. Designates the height of the Subsystem entry (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem List Start Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the start of the Subsytem List (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Value X-offset:====&lt;br /&gt;
Optional. Designates the horizontal offset from the Subsystem List&#039;s position (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Wing Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for a single wing (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Multiple Wing Start Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for multiple wings (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wing Name Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship header (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the All wingman status icons.&lt;br /&gt;
*Syntax:&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 1&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 2&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 3&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 4&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 5&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 6&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
{{Warning|&lt;br /&gt;
All 6 wingman positions must be defined}}&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Expansion Mode:====&lt;br /&gt;
Optional. Denotes which direction (in relation to the player&#039;s wing) that the other wings should be appended to the gauge. If enabled, then wingmen dot colors will be &lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Use Full Wing Names:====&lt;br /&gt;
{{Table214|&lt;br /&gt;
Optional. If enabled the wingmen gauge draws the full wing name and does not alter the capitalization. Default behavior is to draw the first three letters of the wing in all lower-case.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Use Expanded Colors:====&lt;br /&gt;
{{Table214|&lt;br /&gt;
Optional. If enabled the wingmen gauge status dots use red, yellow, or green color to designate wingmen health (green full to greater thon two-thirds, yellow two-thirds to greater than one-third, and red less than or equal to one-third). Default is to use red for less than half health and gauge color otherwise.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Auto Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Auto&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]], [[Hud_gagues.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Speed&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Target Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Target&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Offsets:====&lt;br /&gt;
Optional. Defines the offsets for the animation graphics.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Background Size:====&lt;br /&gt;
Deprecated. Originally, this set the size of the black box that&#039;s drawn behind the animation. Since Git revision 556e9a4 (2015-11-01), it has the same effect as [[Hud_gauges.tbl#Animation Size:|Animation Size:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Size:====&lt;br /&gt;
{{table373|&lt;br /&gt;
Optional. Defines the size of the animation. All animations will be scaled to match this size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinate offsets for the start of the Directives list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
Optional. Defines the height of each Directive&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Offsets:====&lt;br /&gt;
Opetional. Defines the screen coordinate offsets for headers of ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Header Offset:|+Header Offset:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Background X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate offset for the Top Primary Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text X-offset:====&lt;br /&gt;
(Optional) Defines the screen coordinate X-offset for weapon labels&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate X-offset for ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary Background X-offset:]], [[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Secondary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Link X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Linked X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Reload X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
====3 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 3 digit range (i.e. &amp;gt;= 100%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====2 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 2 digit range (i.e. 100% &amp;gt; hull damage%  &amp;gt;= 10%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====1 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 1 digit range (i.e. 10% &amp;gt; hull damage%  &amp;gt;= 0%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
====Objective Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Objective label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Objective Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Objective value&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Subspace label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Subspace value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Text Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Command X-offset:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Up Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Down Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039; Integer y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Stagger Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Text:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ship Name Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right-Align Ship Names:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
* Sets the height, in pixels, of the gauge.&lt;br /&gt;
** For the [[Hud_gauges.tbl#+Throttle|Throttle]], sets the height of the gauge that represents 0% to 100% throttle.  The total height of the gauge is the sum of this value and the [[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height]] value.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]], [[Hud_gauges.tbl#+ETS Weapons:|+ETS Weapons]], [[Hud_gauges.tbl#+ETS Engines:|+ETS Engines]], [[Hud_gauges.tbl#+ETS Shields:|+ETS Shields]], [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor]], [[Hud_gauges.tbl#+Afterburner Energy|+Afterburner Energy]],  [[Hud_gauges.tbl#+Weapon Energy|+Weapon Energy]], [[Hud_gauges.tbl#+Throttle:|+Throttle]]&lt;br /&gt;
&lt;br /&gt;
====Letter Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gauge Offset:====&lt;br /&gt;
*Distance between the individual weapon/shield/engine ETS gauges that comprise this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Monitor Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Contents Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bracket Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Time Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Radar Center Offsets:====&lt;br /&gt;
Defines the radar&#039;s plot origin as an offset, in pixels, from this gauge&#039;s [[Hud_gauges.tbl#Position|Position]] coordinates&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Radar Size:====&lt;br /&gt;
Size, in pixels, of the radar plot area.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Infinity Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the infinity radar range symbol.&lt;br /&gt;
&lt;br /&gt;
====Long Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the long range radar text (i.e. 10k).&lt;br /&gt;
&lt;br /&gt;
====Short Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the short range radar text (i.e. 2k).&lt;br /&gt;
&lt;br /&gt;
====Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XY Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XZ YZ Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sweep Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Default Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unknown Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Loop Volume:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Minimum Beep Delay:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint display:====&lt;br /&gt;
Displays the positions of the gun firepoints on your ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, YES or NO&lt;br /&gt;
&lt;br /&gt;
NOTE: The position of the firepoints is calculated from the Eye Point position in the POF. You may encounter weird results if you have no Eye Point defined, but no debug warnings will be raised.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
====Firepoint size:====&lt;br /&gt;
Diameter of the gunpoint circles.  &#039;&#039;&#039;Must be 4 or greater&#039;&#039;&#039; in order to work properly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint X coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint Y coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Bottom Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Afterburner Clip Height:====&lt;br /&gt;
* Sets the area of the throttle gauge that represents the Afterburner segment (which is on top of the 0% to 100% area).  The total height of the gauge is determined by the sum of this value and [[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
====Show Background:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Min Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Radius:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Arc Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames (but only the 2nd frame is used ?!?!? for threat &amp;amp; weapon linking so far)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active.&lt;br /&gt;
&lt;br /&gt;
Internally FSO also refers to this as the &amp;quot;laser threat warning&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active. Frames cycle twice as fast when a lock has been acquired, compared to when a lock is being acquired.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Locked Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Locked Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Loop Locked Animation:====&lt;br /&gt;
&lt;br /&gt;
Controls whether the animation should loop after locking on, like in FS1.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Blink Locked Animation:====&lt;br /&gt;
&lt;br /&gt;
Controls whether the animation should blink after locking on, like in FS2.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Radius:====&lt;br /&gt;
Defines the distance from the center of the screen to the base of the Hostile Triangle gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Base:====&lt;br /&gt;
Defines the width of the Hostile Triangle&#039;s base.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Height:====&lt;br /&gt;
Defines the height of the Hostile Triangle.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lead Indicator:|+Lead Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Primary Filename:====&lt;br /&gt;
Designates the file to use for primary linking for ships with a single primary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected (not that this should ever be able to happen), 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Filename:====&lt;br /&gt;
	&lt;br /&gt;
Designates the file to use for primary linking for ships with two primary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames:&lt;br /&gt;
* Frame 0 is no banks selected&lt;br /&gt;
* Frame 1 is 1st bank selected&lt;br /&gt;
* Frame 2 is 2nd bank selected&lt;br /&gt;
* Frame 3 is both banks selected/linked&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with a single secondary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected, 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 3 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected, 4th is bank 3 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Hidden By Comms Menu:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines whether the messages gauge may be drawn at the same time as the wingman comms menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; (messages are not visible while the comms menu is open)&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Offset:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines the vertical pixel offset added to the position of the bottom background frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]}}&lt;br /&gt;
&lt;br /&gt;
====Center Text On Gauge X-Position:====&lt;br /&gt;
{{Table375|&lt;br /&gt;
Sets whether to position the center of the text to the gauge&#039;s X-position.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; if the gauge is explicitly given a position, &#039;&#039;&#039;true&#039;&#039;&#039; otherwise&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Fixed Messages:|+Fixed Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
====Ngon Sides:====&lt;br /&gt;
{{Table190|&lt;br /&gt;
Defines the number of sides a regular polygon (N-gon) radar has.  If defined, the standard radar&#039;s edge is drawn as an N-gon, instead of the standard ellipsoid.  Blips that are projected outside of the N-gon are snapped to the edge: the blip&#039;s angle stays the same but the blip&#039;s radius to the center of the plot area is reduced.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;0&#039;&#039;&#039; A value of 0 means to use the standard ellipsoid radar&lt;br /&gt;
*Minimum value: &#039;&#039;&#039;3&#039;&#039;&#039; (which is a triangle)&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]}}&lt;br /&gt;
&lt;br /&gt;
====N-gon Offset:====&lt;br /&gt;
{{Table190|&lt;br /&gt;
Defines the angular offset to apply to the N-gon perimeter.  The first vertex is at the 3 o&#039;clock position, positive offsets spin this vertex counter-clockwise, negative offsets spin this clockwise.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Float&#039;&#039;&#039; (radians)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=64016</id>
		<title>Hud gauges.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=64016"/>
		<updated>2022-10-14T14:59:35Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* +Radar: */ Fix typo of &amp;quot;N-gon&amp;quot; (FSO is looking for Ngon)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP table}}&lt;br /&gt;
{{TableVersionGit|2016-09-14|f9bc01c}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;hud_gauges.tbl&#039;&#039;&#039; is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).&lt;br /&gt;
&lt;br /&gt;
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm&lt;br /&gt;
&lt;br /&gt;
==HUD Configurations==&lt;br /&gt;
The following entries are used on the HUD system, but have not been grouped with any particular gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Load Retail Configuration:===&lt;br /&gt;
Optional. If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.&lt;br /&gt;
&lt;br /&gt;
If no, any missing (default) gauge will prompt an error.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Color:===&lt;br /&gt;
Optional. Sets the default HUD color for all gauges.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; Red, &#039;&#039;&#039;Integer&#039;&#039;&#039; Green, &#039;&#039;&#039;Integer&#039;&#039;&#039; Blue)&lt;br /&gt;
*Valid Values: all values from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Font:===&lt;br /&gt;
Optional. Sets the font type to use for the HUD. This can either be a string or a number. A string references a font with a specific name while a number references a font with a specific index in the fonts table. The number option is deprecated and is only there for backwards-compatibility. Use the name if possible.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;Integer&#039;&#039;&#039; font index number&lt;br /&gt;
*Valid Values: Any name or font index as defined in [[Fonts.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Only:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Sets gauges to be displayed only in Chase View.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Directives:===&lt;br /&gt;
Optional. Sets the default maximum number of directives displayed simultaneously.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; maximum number of directives&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Value: &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Escort Ships:===&lt;br /&gt;
Optional. Sets the default maximum number of escort ships to be shown in the escort list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
{{Warning|&lt;br /&gt;
Entries more than 16 will cause the list to overflow into the weapons list for resolutions lower than 1024x768.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length Unit Multiplier:===&lt;br /&gt;
Optional. Sets the multiplier to applied to the reported distances. For example, if the multiplier is 0.5, then the distance reported to the player will (or at least should) be 0.5 x actual distance.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Speed Unit Multiplier:===&lt;br /&gt;
Optional. Analogous to [[Hud_gauges.tbl#$Length Unit Multiplier:|$Length Unit Multiplier]], this sets the multiplier to be applied to all speeds reported to the player. For example, if the multiplier is 0.5, the the speed reported to the player will (or at least should) be 0.5 x actual speed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Values:&lt;br /&gt;
:&#039;&#039;&#039;The value used in $Length Unit Multiplier&#039;&#039;&#039;, or&lt;br /&gt;
:&#039;&#039;&#039;1&#039;&#039;&#039;, if $Length Unit Multiplier is undefined&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Wireframe Targetbox:===&lt;br /&gt;
Optional. Defines the default draw method for the target viewer (a.k.a. targetbox).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; Draw method ID&lt;br /&gt;
*Valid Values:&lt;br /&gt;
::&#039;&#039;&#039;0&#039;&#039;&#039; - Standard with full, bright lighting&lt;br /&gt;
::&#039;&#039;&#039;1&#039;&#039;&#039; - Wireframe&lt;br /&gt;
::&#039;&#039;&#039;2&#039;&#039;&#039; - Standard with proper lighting (i.e. lit the same as the actual target)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
::&#039;&#039;&#039;3&#039;&#039;&#039; - Untextured with full bright lighting (i.e. drawn with a single flat color)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Targetbox Shader Effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Optional. If set, defines a unique ID for a shader effect to be used when rendering a ship for the targeting box. The ID will be passed to the main shader as in [[Post_processing.tbl##Ship_Effects|#Ship_Effects]], but a table entry for the effect is not needed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lock Wireframe Mode:===&lt;br /&gt;
Optional. If set, prevents targetbox draw method from being changed during the gaming session.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, all gauges will use this value as the default for scaling individual gauge sizes (i.e. doesn&#039;t affect gauges that use Position:, and doesn&#039;t affect the values of Offset:.  In addition, if &amp;quot;$Load Retail Configuration:&amp;quot; is true then all unspecified retail gauges will use this value.&lt;br /&gt;
&lt;br /&gt;
If not set, defaults to yes. &lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Reticle Style:===&lt;br /&gt;
Optional. Defines which aiming reticle to use.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: &lt;br /&gt;
:&#039;&#039;&#039;FS1&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1_fs1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;FS2&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==#Gauge Config==&lt;br /&gt;
The following entries define default gauge appearance and behavior. Each gauge has the option of overriding these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
Deprecated and superceded by $Ships in FSO revision 9208. If defined, the following config data will only be used if the player ship is of the supplied ship class. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, ship class name&lt;br /&gt;
&lt;br /&gt;
===$Ships:===&lt;br /&gt;
Optional. Can be used to define a list of ships the hud definition that follows will be applied to. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*`Syntax: &#039;&#039;&#039;( &amp;quot;Class name 1&amp;quot; &amp;quot;Class name 2&amp;quot; )&#039;&#039;&#039;, ship class names formatted like a flag list.&lt;br /&gt;
&lt;br /&gt;
====$Load Retail Configuration:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Load Retail Configuration: 1|$Load Retail Configuration]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Color:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Color: 1|$Color]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Font:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Font: 1|$Font]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Chase View Only:====&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base:===&lt;br /&gt;
Required. Defines the base resolution for this HUD configuration, upon which other gauge options (such as [[Hud_gauges.tbl#Position:|Position:]] / [[Hud_gauges.tbl#Origin:|Origin:]] / [[Hud_gauges.tbl#Offset:|Offset:]]) will use as its coordinate system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, will configure gauges Scaling behaviour for gauges in this #Gauge Config section. i.e. overriding the default, or the value specified at the top of the file.  Individual gauges can override this setting.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Required Aspect:===&lt;br /&gt;
Optional. If set, this configuration will only be loaded for the specified aspect ratios.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
:&amp;quot;Full Screen&amp;quot; (4:3, aspect ratio &amp;lt; 1.5)&lt;br /&gt;
:&amp;quot;Wide Screen&amp;quot; (16:9, 16:10, or similar, aspect ratio &amp;gt;= 1.5)&lt;br /&gt;
&lt;br /&gt;
===$Min:===&lt;br /&gt;
Optional. Minimum resolution for this config. Any resolution lower than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Max:===&lt;br /&gt;
Optional. Maximum resolution for this config.  Any resolution higher than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Gauges:===&lt;br /&gt;
Following entries define gauge-specific behavior. For the most part, each gauge has its own overrides that, if not defined, would otherwise use the global values.&lt;br /&gt;
&lt;br /&gt;
Since many gauges have the same configuration options, each gauge entry has a list of valid sub-entries. Unless stated otherwise, these options must be defined in the same order as they are shown, starting from the top and ending at the bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Custom:====&lt;br /&gt;
Adds a custom gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Text:|Text:]]&lt;br /&gt;
:[[Hud_gauges.tbl#X Offset:|X Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Y Offset:|Y Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Type:|Gauge Type:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Active by default:|Active by default:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
{{table381|&lt;br /&gt;
====+Scripted Gauge:====&lt;br /&gt;
Adds a scripted gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Messages:==== &lt;br /&gt;
Adds a gauge that display mission messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Lines:|Max Lines:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Width:|Max Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Height:|Line Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Total Lifetime:|Total Lifetime:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Scroll Time:|Scroll Time]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Step Size:|Step Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hidden By Comms Menu:|Hidden By Comms Menu:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Training Messages:==== &lt;br /&gt;
Adds a text box, like the ones seen in the FS1 and FS2 training missions.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Support:====&lt;br /&gt;
Adds a text box that shows the Support ship&#039;s status and ETA&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Y-offset:|Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Status X-offset:|Dock Status X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Time X-offset:|Dock Time X-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Damage:==== &lt;br /&gt;
Adds a gauge that shows how much damage a target (or the player?) has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Offsets:|Hull Integrity Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Value X-offset:|Hull Integrity Value X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Height:|Subsystem Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem List Start Offsets:|Subsystem List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Value X-offset:|Subsystem Entry Value X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Wingman Status:==== &lt;br /&gt;
Adds a gauge that monitors the status of your wing and squadron.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional) (needs an animation with two frames, 1st is for alive wingmen, 2nd is for dead or missing wingmen)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
[[Hud_gauges.tbl#Fixed Header Position:|Fixed Header Position:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Size:|First Background Size:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Size:|Entry Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Offset:|Right Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Offset:|Last Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Single Wing Offsets:|Single Wing Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Multiple Wing Start Offsets:|Multiple Wing Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Wing Name Offsets:|Wing Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Offsets:|Dot Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Expansion Mode:|Expansion Mode:]] (Optional)&lt;br /&gt;
{{Table214|&lt;br /&gt;
:[[Hud_gauges.tbl#Use Full Wing Names:|Use Full Wing Names:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Use Expanded Colors:|Use Expanded Colors:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Speed:==== &lt;br /&gt;
Adds the Auto-Speed mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 4 frames, 3rd is without auto-match-speed enabled, 4th is with... and frames 0 &amp;amp; 1 are not used, done this way because retail fs2 uses the same animation file for the auto speed &amp;amp; auto targeting gauges)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Target:==== &lt;br /&gt;
Adds the Auto-target mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 2 frames, 1st is without auto-targeting enabled, 2nd is with)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Offsets:|Target Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Countermeasures:==== &lt;br /&gt;
Adds a gauge that monitors the amount of remaining countermeasures the player&#039;s ship currently has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Talking Head:==== &lt;br /&gt;
Adds a video window to display pilot message videos (a.k.a talking heads).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Offsets:|Animation Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Background Size:|Animation Background Size:]] (Deprecated)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Size:|Animation Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Directives:==== &lt;br /&gt;
Adds a gauge that displays all currently active directives (includes current , completed, and failed)&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Line Width:|Max Line Width:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Weapons:==== &lt;br /&gt;
Adds a weapon status and ammunition gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary BackgroundX-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Frame Height:|Top Primary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Secondary Frame Height:|Top Secondary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Start Y-offset:|Primary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Start Y-offset:|Secondary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Ammo X-offset:|Primary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Link X-offset:|Primary Weapon Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Name X-offset:|Primary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Ammo X-offset:|Secondary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Linked X-offset:|Secondary Weapon Linked X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Name X-offset:|Secondary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Reload X-offset:|Secondary Weapon Reload X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Entry Height:|Primary Weapon Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Entry Height:|Secondary Weapon Entry Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Objective notify:====&lt;br /&gt;
Adds a Objective notifier gauge. This gauge alerts the player when receiving a new objective, or when an objective has been completed or failed. Additionally, this gauge alerts the player when entering subspace, and when a Red Alert mission orders are being received (prior to a forced subspace jump).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Text Y-offset:|Objective Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Value Y-offset:|Objective Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Text Y-offset:|Subspace Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Value Y-offset:|Subspace Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Text Y-offset:|Red Alert Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Value Y-offset:|Red Alert Value Y-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Squad Message====&lt;br /&gt;
Adds the squad message gauge. In FS1 and FS2, this gauge is used to send commands to your squad. (?)&lt;br /&gt;
&lt;br /&gt;
*Valid sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]  (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset|Bottom Background Offset]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Command X-offset:|Command X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Up Offsets:|Page Up Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Down Offsets:|Page Down Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Lag:==== &lt;br /&gt;
Adds a Lag gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Mini Target Shields:====&lt;br /&gt;
Adds a mini Target shields gauge. In FS1 and FS2, the Mini Target Shield gauge is the one right below the center reticle, and shows the hull damage in %&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (animation needs 8 frames; 0-&amp;gt;3 are the top, right, bottom &amp;amp; left shield quads; 4-&amp;gt;7 are the same except brighter for when the quad is flashing from being hit)&lt;br /&gt;
:[[Hud_gauges.tbl#3 Digit Hull Offsets:|3 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#2 Digit Hull Offsets:|2 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#1 Digit Hull Offsets:|1 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Player Shields:==== &lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the player&#039;s craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Shields:====&lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the targeted craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Escort View:====&lt;br /&gt;
Adds an escort monitor/view gauge. This gauge monitors the status of all ships assigned to the player to escort.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Stagger Width:|Entry Stagger Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull X-offset:|Hull X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status X-offset:|Status X-offset]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Ship Name Max Width:|Ship Name Max Width:]] (Optional)}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Right-Align Ship Names:|Right-Align Ship Names:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Mission Time:==== &lt;br /&gt;
Adds a gauge that displays the current mission time.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+ETS Retail:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Draws the three other ETS gauges as a single gauge.  Will automatically rearrange itself (like retail) if shields or other systems are missing.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Offset:|Gauge Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+ETS Weapons:====&lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the energy weapons.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Engines:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the afterburner/engines.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Shields:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the shields.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Monitor:==== &lt;br /&gt;
Adds a target monitor gauge that shows the targeted ship&#039;s relative orientation and hull strength, among other things.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional) (needs animation with 2 frames, 1st is the background for the target, 2nd is the border; rendered last)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Alpha Mask Filename:|Monitor Alpha Mask Filename:]] (Optional) (needs animation with a single frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional) (needs animation with 2 frames, 1st is a zero/dark filled bar, 2nd is a max/bright filled bar)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Offsets:|Viewport Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Size:|Viewport Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Offsets:|Integrity Bar Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Foreground Clip Height:|Integrity Bar Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status Offsets:|Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Class Offsets:|Class Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Distance Offsets:|Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Offsets:|Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Contents Offsets:|Cargo Contents Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Start Offsets:|Cargo Scan Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Size:|Cargo Scan Size:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Name Offsets:|Subsystem Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Integrity Offsets:|Subsystem Integrity Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Disabled Status Offsets:|Disabled Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Desaturate:|Desaturate:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Extra Target Data:====&lt;br /&gt;
Adds a gauge that displays &amp;quot;extra&amp;quot; target data, such as its current orders and docking status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 1 frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bracket Offsets:|Bracket Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Max Width:|Dock Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Order Max Width:|Order Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar:====&lt;br /&gt;
Adds a standard radar gauge&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
{{table190|&lt;br /&gt;
:[[Hud_gauges.tbl#N-gon Sides:|Ngon Sides:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#N-gon Sides:|Ngon Offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar Orb:====&lt;br /&gt;
Adds a 3D orb radar gauge&lt;br /&gt;
 &lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used) &lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar BSG:==== &lt;br /&gt;
Adds a BSG style radar (a.k.a DRADIS).&lt;br /&gt;
&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XY Disc Filename:|XY Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XZ YZ Disc Filename:|XZ YZ Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Sweep Disc Filename:|Sweep Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Default Contact Filename:|Default Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unknown Contact Filename:|Unknown Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Loop Volume:|Loop Volume:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Minimum Beep Delay:|Minimum Beep Delay]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Afterburner Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining afterburner energy. Note that it only supports a vertical fill.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, the 1st is the bar lit for zero energy, the 2nd is the bar lit for max energy)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining weapon energy. Note that it only supports a vertical fill. &lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 4 frames, the 3rd is the bar lit for zero energy, the 2nd is the bar lit for max energy, frames 1 &amp;amp; 2 are not used)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Text Alignment:|Text Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Always Show Text:|Always Show Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Follows:|Text Follows:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Ballistic Ammo:|Show Ballistic Ammo:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Offsets:|Armed Guns List Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Alignment:|Armed Guns List Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Entry Height:|Armed Guns List Entry Height:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Text Warnings:==== &lt;br /&gt;
Adds a gauge that warns the player (current warnings are EMP, Launch, Evaded, Collision, Blast &amp;amp; Engine Wash).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Center Reticle:==== &lt;br /&gt;
Adds a &amp;quot;custom&amp;quot; center reticle.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint display:|Firepoint display:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint size:|Firepoint size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint X coordinate multiplier:|Firepoint X coordinate multiplier:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint Y coordinate multiplier:|Firepoint Y coordinate multiplier:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Throttle:====&lt;br /&gt;
Adds a gauge that shows the current throttle position.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Bottom Y-offset:|Foreground Clip Bottom Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Width:|Foreground Clip Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Background:|Show Background:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Speed Label Offsets:|Max Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Max Speed Label:|Show Max Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Min Speed Label:|Show Min Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Center Offsets:|Orbit Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Radius:|Orbit Radius:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Current Speed Offsets:|Current Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Speed Offsets:|Target Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Percentage:|Show Percentage:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Glide Status Offsets:|Glide Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Match Speed Status Offsets:|Match Speed Status Offsets:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Threat Indicator:==== &lt;br /&gt;
Adds a gauge that indicates when a lock-on has been achieved by an attacker, and if the player is being shot at.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Filename:|Dumbfire Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Offsets:|Dumbfire Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Offsets:|Lock Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Multiplayer Messages:====&lt;br /&gt;
Adds a gauge that displays the multiplayer messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Voice Status:====&lt;br /&gt;
Adds a gauge that displays the voice status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Ping:====&lt;br /&gt;
Adds a gauge that the ping time to the multiplayer server.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Supernova:====&lt;br /&gt;
Adds a gauge that warns the player of an impending supernova shock wave.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lock Indicator:====&lt;br /&gt;
Adds a Lock Indicator gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Filename:|Locked Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Center Offsets:|Lock Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Center Offsets:|Locked Center Offsets:]] (Optional)&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Loop Locked Animation:|Loop Locked Animation:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Blink Locked Animation:|Blink Locked Animation:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Offscreen Indicator:====&lt;br /&gt;
Adds an Offscreen Indicator.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Brackets:====&lt;br /&gt;
Adds a Target Bracket gauge. This is drawn around current target(s) and talkers.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Hostile Triangle:====&lt;br /&gt;
Adds a gauge that points to the nearest attacker, if it is off-screen and is not currently targeted.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Triangle:====&lt;br /&gt;
Adds a gauge that points to the targeted craft, if it is currently off-screen.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Missile Triangles:====&lt;br /&gt;
Adds a gauge that is used during attempting to lock onto a target when using an aspect seeking missile.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Indicator:====&lt;br /&gt;
Adds a gauge that leads (is in front) of the target.  Aim your crosshairs at this indicator to increase probability of hitting the target.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0: Secondaries lead indicator (Dumbfire)&lt;br /&gt;
::Frame #1: Secondaries lead indicator (Homing)&lt;br /&gt;
::Frame #2: Primaries lead indicator&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Orientation Tee:====&lt;br /&gt;
Adds a gauge that indicates the targeted craft&#039;s orientation in relation to the player&#039;s craft.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Sight:====&lt;br /&gt;
Adds a gauge that lags (is behind) the target.  Indicates where your shots will end up relative to the target&#039;s position.  To score a hit, this gauge should be over the target.  Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0 is used for secondaries&lt;br /&gt;
::* If only one frame is found in the file, then it is used for primaries instead&lt;br /&gt;
::Frame #1 is used for primaries&lt;br /&gt;
&lt;br /&gt;
====+Kills:====&lt;br /&gt;
Adds a gauge that keeps track of how many kills the player has scored during a mission.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Linking:====&lt;br /&gt;
Adds a gauge that indicates the selected weapons and their firing rates.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Filename:|Single Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Filename:|Double Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Filename:|Single Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Filename:|Double Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Filename:|Triple Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Offsets:|Single Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Offsets:|Double Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Offsets:|Single Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Offsets:|Double Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Offsets:|Triple Secondary Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Fixed Messages:====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
{{table375|&lt;br /&gt;
:[[Hud_gauges.tbl#Center Text On Gauge X-Position:|Center Text On Gauge X-Position:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Flight Path Marker:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Adds a gauge that indicates the direction where your ship is traveling. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Warhead Count:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Displays the name of the current secondary weapon. Tallies the ammo left. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Count Offsets:|Count Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Width:|Icon Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Height:|Icon Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Icons:|Max Icons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Columns:|Max Columns:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Alignment:|Name Alignment:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Hardpoints:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Draws a silhouette of the player&#039;s ship and mounted weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Width:|Line Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#View Direction:|View Direction:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Primary Weapons:|Show Primary Weapons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Secondary Weapons:|Show Secondary Weapons:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Primary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays primary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Secondary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays secondary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table224|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit View Choice:|Cockpit View Choice:]] (Optional. Valid values are &amp;quot;cockpitactive&amp;quot;, &amp;quot;cockpitinactive&amp;quot;, &amp;quot;both&amp;quot;)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unlink X-offset:|Unlink X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Reload X-offset:|Reload X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$End Gauges===&lt;br /&gt;
The Gauges section must end with $End Gauges. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Gauge Configuration Options==&lt;br /&gt;
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Position:====&lt;br /&gt;
Defines the screen coordinates for the upper left corner of this gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel position&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]] (and many others)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scale Gauge:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define if a gauge size will scale or not. &lt;br /&gt;
&lt;br /&gt;
If false then gauge bitmaps will always show at their original size which may result in gauges being very small at high resolutions.&lt;br /&gt;
&lt;br /&gt;
If true then gauge bitmaps will scale in proportion to the current resolution vs the base HUD resolution in use. This may result in gauges becoming blurry at non-base resolutions.&lt;br /&gt;
&lt;br /&gt;
Defaults to yes/true.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039; scale_this_gauge&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Force Scaling Above:====&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If scaling is disabled for this gauge, then it will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Origin:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge position as a ratio of the screen size (base or current, it doesn&#039;t matter).&lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Offset:|Offset:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039; horizontal ratio 0.0 - 1.0, &#039;&#039;&#039;Float&#039;&#039;&#039; vertical ratio 0.0 - 1.0&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Offset:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge offset from [[Hud_gauges.tbl#Origin:|Origin:]] in base resolution pixels &lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Origin:|Origin:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel offset from Origin:, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel offset from Origin:&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Cockpit Target:====&lt;br /&gt;
The cockpit display that this gauge will be rendered to. Refers to the +Display Name: defined in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; String defined in +Display Name: in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]]&lt;br /&gt;
&lt;br /&gt;
=====Canvas Size:=====&lt;br /&gt;
The off-screen canvas this gauge will be rendered to before being interpolated into the actual cockpit display.  The smaller this number is, the larger the gauge will appear on the cockpit display.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Offset:=====&lt;br /&gt;
The position of the canvas on the cockpit display texture&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Size:=====&lt;br /&gt;
The interpolated size on the cockpit display texture that the canvas will be rendered to.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
====Color:====&lt;br /&gt;
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$Color: 1|$Color]] HUD option and [[Hud_gauges#$Color: 2|$Color]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Font:====&lt;br /&gt;
Optional. Overrides both previous font settings ([[Hud_gauges.tbl#$Font: 1|$Font]] HUD option and [[Hud_gauges#$Font: 2|$Font]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name:====&lt;br /&gt;
Defines the name of this custom gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text:====&lt;br /&gt;
Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====X Offset:====&lt;br /&gt;
Optional. Defines the horizontal pixel offset (from the gauge&#039;s origin as defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Y Offset:====&lt;br /&gt;
Optional. Defines the vertical pixel offset (from the gauge&#039;s origin defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Gauge Type:====&lt;br /&gt;
Defines the type of gauge this is.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any one of the possible [[gauge types]].&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slew:====&lt;br /&gt;
Optional. Determines whether or not this gauge is affected by afterburner shaking or similar effects. If set to &amp;quot;true&amp;quot;, the gauge will &amp;lt;strong&amp;gt;not&amp;lt;/strong&amp;gt; follow the player&#039;s head movements when using TrackIR/padlock. i.e. should be used for gauges like the gunsight/leadsight.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Max Lines:====&lt;br /&gt;
Optional. Specifies the maximum number of message lines that are displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Width:====&lt;br /&gt;
Optional. Determines how long each message line may be.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Line Height:====&lt;br /&gt;
Optional. Determines the distance between line origins. (i.g. for a 12pt Font, there are needs to be at least 12 pixels between the bottom of one line and the next, otherwise the text will overlap each)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 9&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
====Total Lifetime:====&lt;br /&gt;
Optional. Determines the maximum time the message gauge will be displayed from the time a new message is received.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 14000 (14 seconds)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scroll Time:====&lt;br /&gt;
Optional. Determines the time for the messages to scroll up one step.( See [[Hud_gauges.tbl#Step Size:|Step Size:]] )&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 30&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Step Size:====&lt;br /&gt;
Optional. Determines how many pixels to shift message lines during scrolling. Messages will be shifted up by this amount until they are on the next line (as defined by [[Hud_gauges.tbl#Line Height:|Line Height:]])&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Active by default:====&lt;br /&gt;
Optional. Determines whether or not this gauge is always active, or only available after being activated via sexp.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Filename:====&lt;br /&gt;
Designates the [[Multimedia_Files#ANI|.ANI]] or [[Multimedia_Files#EFF|.EFF]] used for this gauge&#039;s background graphic.&lt;br /&gt;
{{Note| All HUD .ANI&#039;s must have the same color palette as the retail .ANI&#039;s in order to render properly. (.EFF&#039;s do not have this restriction)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
**No filename extension is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the top background. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Bottom background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Left side of gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====First Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Right side of the gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Last Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the (Wing) Entry section of the gauge (aka the middle sections).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]], [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Middle Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Middle Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Entry Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Filename:====&lt;br /&gt;
Optional. Designates an alternate file to be used for ballistic weapons.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename]], [[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename]], [[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename]], [[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename]], [[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename]], [[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Filename:====&lt;br /&gt;
Optional. Designates which file to use for the wingman graphic (a.k.a. the Dot)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for headers of various gauges&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:Weapons:&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]],  [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fixed Header Position:====&lt;br /&gt;
Optional. If set, the header text will not change position when the gauge changes size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Y-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship Text. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Value Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the value label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Status X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock status. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Time X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock time. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the Damage gauge Hull integrity textbox(?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Value X-offset:====&lt;br /&gt;
Optional. Designates the offsets from the hull integrity textbox&#039;s upper left corner for the hull integrity value. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Background Height:====&lt;br /&gt;
Optional. Designates the height of the Top background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Width:====&lt;br /&gt;
Optional. Defines the width of the Left Background.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Width:====&lt;br /&gt;
Optional. Defines the width of the Entry Background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Height:====&lt;br /&gt;
Optional. Designates the height of the Subsystem entry (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem List Start Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the start of the Subsytem List (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Value X-offset:====&lt;br /&gt;
Optional. Designates the horizontal offset from the Subsystem List&#039;s position (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Wing Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for a single wing (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Multiple Wing Start Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for multiple wings (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wing Name Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship header (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the All wingman status icons.&lt;br /&gt;
*Syntax:&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 1&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 2&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 3&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 4&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 5&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 6&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
{{Warning|&lt;br /&gt;
All 6 wingman positions must be defined}}&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Expansion Mode:====&lt;br /&gt;
Optional. Denotes which direction (in relation to the player&#039;s wing) that the other wings should be appended to the gauge. If enabled, then wingmen dot colors will be &lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Use Full Wing Names:====&lt;br /&gt;
{{Table214|&lt;br /&gt;
Optional. If enabled the wingmen gauge draws the full wing name and does not alter the capitalization. Default behavior is to draw the first three letters of the wing in all lower-case.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Use Expanded Colors:====&lt;br /&gt;
{{Table214|&lt;br /&gt;
Optional. If enabled the wingmen gauge status dots use red, yellow, or green color to designate wingmen health (green full to greater thon two-thirds, yellow two-thirds to greater than one-third, and red less than or equal to one-third). Default is to use red for less than half health and gauge color otherwise.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Auto Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Auto&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]], [[Hud_gagues.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Speed&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Target Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Target&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Offsets:====&lt;br /&gt;
Optional. Defines the offsets for the animation graphics.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Background Size:====&lt;br /&gt;
Deprecated. Originally, this set the size of the black box that&#039;s drawn behind the animation. Since Git revision 556e9a4 (2015-11-01), it has the same effect as [[Hud_gauges.tbl#Animation Size:|Animation Size:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Size:====&lt;br /&gt;
{{table373|&lt;br /&gt;
Optional. Defines the size of the animation. All animations will be scaled to match this size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinate offsets for the start of the Directives list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
Optional. Defines the height of each Directive&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Offsets:====&lt;br /&gt;
Opetional. Defines the screen coordinate offsets for headers of ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Header Offset:|+Header Offset:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Background X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate offset for the Top Primary Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text X-offset:====&lt;br /&gt;
(Optional) Defines the screen coordinate X-offset for weapon labels&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate X-offset for ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary Background X-offset:]], [[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Secondary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Link X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Linked X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Reload X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
====3 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 3 digit range (i.e. &amp;gt;= 100%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====2 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 2 digit range (i.e. 100% &amp;gt; hull damage%  &amp;gt;= 10%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====1 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 1 digit range (i.e. 10% &amp;gt; hull damage%  &amp;gt;= 0%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
====Objective Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Objective label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Objective Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Objective value&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Subspace label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Subspace value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Text Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Command X-offset:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Up Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Down Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039; Integer y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Stagger Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Text:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ship Name Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right-Align Ship Names:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
* Sets the height, in pixels, of the gauge.&lt;br /&gt;
** For the [[Hud_gauges.tbl#+Throttle|Throttle]], sets the height of the gauge that represents 0% to 100% throttle.  The total height of the gauge is the sum of this value and the [[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height]] value.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]], [[Hud_gauges.tbl#+ETS Weapons:|+ETS Weapons]], [[Hud_gauges.tbl#+ETS Engines:|+ETS Engines]], [[Hud_gauges.tbl#+ETS Shields:|+ETS Shields]], [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor]], [[Hud_gauges.tbl#+Afterburner Energy|+Afterburner Energy]],  [[Hud_gauges.tbl#+Weapon Energy|+Weapon Energy]], [[Hud_gauges.tbl#+Throttle:|+Throttle]]&lt;br /&gt;
&lt;br /&gt;
====Letter Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gauge Offset:====&lt;br /&gt;
*Distance between the individual weapon/shield/engine ETS gauges that comprise this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Monitor Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Contents Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bracket Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Time Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Radar Center Offsets:====&lt;br /&gt;
Defines the radar&#039;s plot origin as an offset, in pixels, from this gauge&#039;s [[Hud_gauges.tbl#Position|Position]] coordinates&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Radar Size:====&lt;br /&gt;
Size, in pixels, of the radar plot area.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Infinity Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the infinity radar range symbol.&lt;br /&gt;
&lt;br /&gt;
====Long Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the long range radar text (i.e. 10k).&lt;br /&gt;
&lt;br /&gt;
====Short Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the short range radar text (i.e. 2k).&lt;br /&gt;
&lt;br /&gt;
====Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XY Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XZ YZ Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sweep Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Default Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unknown Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Loop Volume:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Minimum Beep Delay:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint display:====&lt;br /&gt;
Displays the positions of the gun firepoints on your ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, YES or NO&lt;br /&gt;
&lt;br /&gt;
NOTE: The position of the firepoints is calculated from the Eye Point position in the POF. You may encounter weird results if you have no Eye Point defined, but no debug warnings will be raised.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
====Firepoint size:====&lt;br /&gt;
Diameter of the gunpoint circles.  &#039;&#039;&#039;Must be 4 or greater&#039;&#039;&#039; in order to work properly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint X coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint Y coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Bottom Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Afterburner Clip Height:====&lt;br /&gt;
* Sets the area of the throttle gauge that represents the Afterburner segment (which is on top of the 0% to 100% area).  The total height of the gauge is determined by the sum of this value and [[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
====Show Background:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Min Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Radius:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Arc Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames (but only the 2nd frame is used ?!?!? for threat &amp;amp; weapon linking so far)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active.&lt;br /&gt;
&lt;br /&gt;
Internally FSO also refers to this as the &amp;quot;laser threat warning&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active. Frames cycle twice as fast when a lock has been acquired, compared to when a lock is being acquired.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Locked Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Locked Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Loop Locked Animation:====&lt;br /&gt;
&lt;br /&gt;
Controls whether the animation should loop after locking on, like in FS1.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Blink Locked Animation:====&lt;br /&gt;
&lt;br /&gt;
Controls whether the animation should blink after locking on, like in FS2.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Radius:====&lt;br /&gt;
Defines the distance from the center of the screen to the base of the Hostile Triangle gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Base:====&lt;br /&gt;
Defines the width of the Hostile Triangle&#039;s base.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Height:====&lt;br /&gt;
Defines the height of the Hostile Triangle.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lead Indicator:|+Lead Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Primary Filename:====&lt;br /&gt;
Designates the file to use for primary linking for ships with a single primary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected (not that this should ever be able to happen), 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Filename:====&lt;br /&gt;
	&lt;br /&gt;
Designates the file to use for primary linking for ships with two primary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames:&lt;br /&gt;
* Frame 0 is no banks selected&lt;br /&gt;
* Frame 1 is 1st bank selected&lt;br /&gt;
* Frame 2 is 2nd bank selected&lt;br /&gt;
* Frame 3 is both banks selected/linked&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with a single secondary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected, 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 3 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected, 4th is bank 3 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Hidden By Comms Menu:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines whether the messages gauge may be drawn at the same time as the wingman comms menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; (messages are not visible while the comms menu is open)&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Offset:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines the vertical pixel offset added to the position of the bottom background frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]}}&lt;br /&gt;
&lt;br /&gt;
====Center Text On Gauge X-Position:====&lt;br /&gt;
{{Table375|&lt;br /&gt;
Sets whether to position the center of the text to the gauge&#039;s X-position.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; if the gauge is explicitly given a position, &#039;&#039;&#039;true&#039;&#039;&#039; otherwise&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Fixed Messages:|+Fixed Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
====N-gon Sides:====&lt;br /&gt;
{{Table190|&lt;br /&gt;
Defines the number of sides a regular polygon (N-gon) radar has.  If defined, the standard radar&#039;s edge is drawn as an N-gon, instead of the standard ellipsoid.  Blips that are projected outside of the N-gon are snapped to the edge: the blip&#039;s angle stays the same but the blip&#039;s radius to the center of the plot area is reduced.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;0&#039;&#039;&#039; A value of 0 means to use the standard ellipsoid radar&lt;br /&gt;
*Minimum value: &#039;&#039;&#039;3&#039;&#039;&#039; (which is a triangle)&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]}}&lt;br /&gt;
&lt;br /&gt;
====N-gon Offset:====&lt;br /&gt;
{{Table190|&lt;br /&gt;
Defines the angular offset to apply to the N-gon perimeter.  The first vertex is at the 3 o&#039;clock position, positive offsets spin this vertex counter-clockwise, negative offsets spin this clockwise.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Float&#039;&#039;&#039; (radians)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=64014</id>
		<title>Controlconfigdefaults.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=64014"/>
		<updated>2022-10-12T15:27:07Z</updated>

		<summary type="html">&lt;p&gt;Z64555: Add section about Debug Commands and mention save_ccd&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit| 2021-02-13 UTC | db2bd97669c949e7d68baa9560192b7d3ad96563}}&lt;br /&gt;
&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;controlconfigdefaults.tbl&#039;&#039;&#039; can be used to modify the default key bindings in FSO.&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigOverride==&lt;br /&gt;
* Starts an Override section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigOverride&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* Only entries that you want to change are required, the rest will use the default binding&lt;br /&gt;
* Entries not listed will be assigned to their default/hardcoded values.&lt;br /&gt;
{{Table371|&lt;br /&gt;
* Multiple #ControlConfigOverride...#End blocks can be provided.&lt;br /&gt;
** Each block defines a separate control config preset&lt;br /&gt;
** The &amp;quot;Defaults&amp;quot; button in the control config screen may be used to reset to the selected preset, then cycle through to the next preset.&lt;br /&gt;
** The first given block is used as the &amp;quot;global&amp;quot; defaults, and is used when working with the key-pressed SEXP and LUA scripts.&lt;br /&gt;
** Note: It&#039;s a good idea to also use [[Strings.tbl]] to change the &amp;quot;Defaults&amp;quot; text on the button to for example &amp;quot;Cycle\nPresets&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigPreset==&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Starts a Preset section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigPreset&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* All keybinds you wish to have bound must be specified, any unspecified keys will be unbound.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
* The name of this control config preset, displayed at the top left corner of the control config screen when selected through the &amp;quot;Defaults&amp;quot; button.&lt;br /&gt;
* If not provided, the first [[#ControlConfigOverride]] block will override the hardcoded defaults, all subsequent blocks will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&lt;br /&gt;
* If not provided, the [[#ControlConfigPreset]] block will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Bind Name:===&lt;br /&gt;
*Name of the bind or action to modify the default key of.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Table of Bindings|Table of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
As of FSO 22.0, &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039; is deprecated in favor of &#039;&#039;&#039;$Bind:&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Key Default:====&lt;br /&gt;
*Key to set as default&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]&lt;br /&gt;
{{Table372|&lt;br /&gt;
*May be unbound by specifying &#039;&#039;&#039;NONE&#039;&#039;&#039; instead of a key}}&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Joy Default:====&lt;br /&gt;
*Joystick button to set as default&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Shift:====&lt;br /&gt;
*Sets the key to require the Shift key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Alt:====&lt;br /&gt;
&lt;br /&gt;
*Sets the key to require the Alt key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Ctrl:====&lt;br /&gt;
* Sets the key to require the Ctrl key&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Bind:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The IoActionID of the action to bind to.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Table of Bindings|Table of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Primary:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes the following binding is a Primary binding of the control&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: (No arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$Controller:=====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes which controller this binding is for&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, any of the following:&lt;br /&gt;
**&#039;&#039;&#039;CID_NONE&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_KEYBOARD&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_MOUSE&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY0&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY1&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY2&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY3&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$Flags:=====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes a number of flags for button behavior&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, any of the following:&lt;br /&gt;
}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;AXIS_BTN&#039;&#039;&#039; || An axis that&#039;s treated as a digital control should it be deflected past a certain threshold (Note: WIP)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RELATIVE&#039;&#039;&#039;  || A relative axis which increases or decreases the control&#039;s value instead of directly setting its value. (Example: Relative Throttle)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INVERTED&#039;&#039;&#039;  || An axis who&#039;s input is inverted&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;AXIS&#039;&#039;&#039; || Input is an axis&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HAT&#039;&#039;&#039;  || Input is a POV HAT switch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BALL&#039;&#039;&#039; || Input is a trackball&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NONE&#039;&#039;&#039; || Input is assumed to be a standard button or key&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====$Input:=====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Which button, key, or axis is bound&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;string&#039;&#039;&#039;, any of the following:&lt;br /&gt;
&lt;br /&gt;
Joystick axes:&lt;br /&gt;
*&#039;&#039;&#039;X_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Y_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Z_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RX_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RY_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RZ_AXIS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Joystick Buttons:&lt;br /&gt;
*Buttons are simply the button number, such as &amp;quot;1&amp;quot; for button 1.&lt;br /&gt;
&lt;br /&gt;
Mouse Buttons:&lt;br /&gt;
*&#039;&#039;&#039;LEFT_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RIGHT_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;MIDDLE_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;X1_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;X2_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_UP&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_DOWN&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_LEFT&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_RIGHT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keyboard Keys:&lt;br /&gt;
[[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]&lt;br /&gt;
*Key modifiers &#039;&#039;&#039;ALT-&#039;&#039;&#039; and &#039;&#039;&#039;SHIFT-&#039;&#039;&#039; can be prepended to the Key ID.&lt;br /&gt;
**Example: &#039;&#039;&#039;ALT-J&#039;&#039;&#039;, &#039;&#039;&#039;SHIFT-KEY_Q&#039;&#039;&#039;, &#039;&#039;&#039;ALT-SHIFT-KEY_1&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Secondary:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes the following binding is a Secondary binding of the control&lt;br /&gt;
*Has the same suboptions as [[Controlconfigdefaults.tbl#$Primary:|$Primary]]&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: (No Arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Category:===&lt;br /&gt;
* Tab where the binding appears in the options menu.&lt;br /&gt;
* Valid entries:	TARGET_TAB, SHIP_TAB, WEAPON_TAB, COMPUTER_TAB&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Text:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
* The label of the control to use in the controls config menu.&lt;br /&gt;
* Is overridden by XSTR, if provided&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; This is meant to be a lazy temporary substitution to modifying [[strings.tbl]].  Your released mod should nstill provide its own strings.tbl.&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Has XStr:===&lt;br /&gt;
* Whether or not the binding has an entry in [[strings.tbl]]&lt;br /&gt;
** If &#039;&#039;&#039;0&#039;&#039;&#039;, assumes no XSTR is provided&lt;br /&gt;
** If &#039;&#039;&#039;1&#039;&#039;&#039;, assumes an XSTR is provided alongside the other ControlConfig strings according to its internal, hardcoded index&lt;br /&gt;
{{Table382|&lt;br /&gt;
** If any nonzero integer &amp;gt;1, is the exact XSTR index within [[strings.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Type:===&lt;br /&gt;
*Determines the type of control this is.&lt;br /&gt;
&lt;br /&gt;
*Valid entries:&lt;br /&gt;
**CC_TYPE_TRIGGER&lt;br /&gt;
***Normal control that activates upon the first press. Resetting devices (such as weapons) will keep firing as long as the key/button is held down.&lt;br /&gt;
**CC_TYPE_CONTINUOUS&lt;br /&gt;
***Control that activates when the key/button is held down, and stays activated until the key/button is released. Ex: Afterburner key.&lt;br /&gt;
*Optional&lt;br /&gt;
*Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
*Syntax &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Disable:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines whether the binding can be used and appears in the options menu. Can be used to hide bindings which are not needed, or to enable bindings which are hidden by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Disable===&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Disables the control&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: (No arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
* All [[#ControlConfigOverride]] and [[#ControlConfigPreset]] sections must be terminated by #End&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
===Post-22.0===&lt;br /&gt;
{{Table220|&lt;br /&gt;
This example is for Post-22.0 and does the following...&lt;br /&gt;
*Sets Clear Escort List to Alt-Shift-Q&lt;br /&gt;
*Sets Target Target&#039;s Attacker to Alt-Shift-J and Button 2 on Joystick 0, moves it to the Ship Tab, denotes it&#039;s type as a trigger and sets it to not have a XString&lt;br /&gt;
*Sets Transfer Energy from Shield to Laser to R&lt;br /&gt;
&lt;br /&gt;
Note that for compatibility, FSO builds 22.0 and later can still read Pre-22.0 format.&lt;br /&gt;
&lt;br /&gt;
Note: the indents are optional, and are provided to improve readibility.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ControlConfigOverride&lt;br /&gt;
&lt;br /&gt;
$Bind: ESCORT_CLEAR&lt;br /&gt;
  $Primary:&lt;br /&gt;
    $Controller: CID_KEYBOARD&lt;br /&gt;
    $Flags: NONE&lt;br /&gt;
    $Input: ALT-SHIFT-KEY_Q&lt;br /&gt;
&lt;br /&gt;
$Bind: TARGET_CLOSEST_SHIP_ATTACKING_TARGET&lt;br /&gt;
  $Primary:&lt;br /&gt;
    $Controller: CID_KEYBOARD&lt;br /&gt;
    $Flags: NONE&lt;br /&gt;
    $Input: ALT-SHIFT-KEY_J&lt;br /&gt;
  $Secondary:&lt;br /&gt;
    $Controller: CID_JOY0&lt;br /&gt;
    $Flags: NONE&lt;br /&gt;
    $Input: 2&lt;br /&gt;
  $Category: SHIP_TAB&lt;br /&gt;
  $Has XStr: 0&lt;br /&gt;
  $TYPE:     CC_TYPE_TRIGGER&lt;br /&gt;
&lt;br /&gt;
$Bind: XFER_LASER&lt;br /&gt;
  $Primary:&lt;br /&gt;
    $Controller: CID_KEYBOARD&lt;br /&gt;
    $FLAGS: NONE&lt;br /&gt;
    $Inpute: KEY_R&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pre-22.0===&lt;br /&gt;
This example is for Pre-22.0 and does the following...&lt;br /&gt;
*Sets Clear Escort List to Alt-Shift-Q&lt;br /&gt;
*Sets Target Target&#039;s Attacker to Ctrl-Alt-Shift-J, moves it to the Ship Tab, denotes it&#039;s type as a trigger and sets it to not have a XString&lt;br /&gt;
*Sets Transfer Energy from Shield to Laser to R&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ControlConfigOverride&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Clear Escort List&lt;br /&gt;
$Key Default:		KEY_Q&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Target Target&#039;s Nearest Attacker&lt;br /&gt;
$Key Default:		KEY_J&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
$Key Mod Ctrl:		1&lt;br /&gt;
$Category:		SHIP_TAB&lt;br /&gt;
$Has XStr:		0&lt;br /&gt;
$TYPE:			CC_TYPE_TRIGGER&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Transfer Energy Shield-&amp;gt;Laser&lt;br /&gt;
$Key Default:		KEY_R&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table of Bindings==&lt;br /&gt;
* This is a table of all possible bindings that can be modified, grouped into smaller tables for easier reference.&lt;br /&gt;
* &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039; column is to be used with &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039; entries, and &#039;&#039;&#039;$Bind:&#039;&#039;&#039; column is to be used with &#039;&#039;&#039;$Bind:&#039;&#039;&#039; entries.&lt;br /&gt;
* These bindings are case-sensitive&lt;br /&gt;
* Controls added after 22.0 might not have a &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039;.  Use the &#039;&#039;&#039;$Bind:&#039;&#039;&#039; identifier instead.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Targeting&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Ship || TARGET_NEXT&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Ship || TARGET_PREV&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Closest Hostile Ship        || TARGET_NEXT_CLOSEST_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Closest Hostile Ship    || TARGET_PREV_CLOSEST_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Targeting                   || TOGGLE_AUTO_TARGETING&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Closest Friendly Ship       || TARGET_NEXT_CLOSEST_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Closest Friendly Ship   || TARGET_PREV_CLOSEST_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| Target Ship in Reticle                  || TARGET_SHIP_IN_RETICLE&lt;br /&gt;
|-&lt;br /&gt;
| Target Targets Nearest Attacker         || TARGET_CLOSEST_SHIP_ATTACKING_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| Target Last Ship to Send Transmission   || TARGET_LAST_TRANMISSION_SENDER&lt;br /&gt;
|-&lt;br /&gt;
| Turn Off Targeting                      || STOP_TARGETING_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Closest Attacking Ship           || TARGET_CLOSEST_SHIP_ATTACKING_SELF&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Escort Ship                 || TARGET_NEXT_ESCORT_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Closest Repair Ship              || TARGET_CLOSEST_REPAIR_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Uninspected Cargo           || TARGET_NEXT_UNINSPECTED_CARGO&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Uninspected Cargo       || TARGET_PREV_UNINSPECTED_CARGO&lt;br /&gt;
|-&lt;br /&gt;
| Target Newest Ship in Area              || TARGET_NEWEST_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Targets Target                   || TARGET_TARGETS_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Hostile Bomb or Bomber      || TARGET_NEXT_BOMB&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Hostile Bomb or Bomber  || TARGET_PREV_BOMB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Targeting Subsystems and Turrets&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Target Subsystem in Reticle      || TARGET_SUBOBJECT_IN_RETICLE&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Subsystem            || TARGET_NEXT_SUBOBJECT&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Subsystem        || TARGET_PREV_SUBOBJECT&lt;br /&gt;
|-&lt;br /&gt;
| Turn Off Targeting of Subsystems || STOP_TARGETING_SUBSYSTEM&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Live Turret          || TARGET_NEXT_LIVE_TURRET&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Live Turret      || TARGET_PREV_LIVE_TURRET&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Weapons&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Fire Primary Weapon                || FIRE_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Fire Secondary Weapon              || FIRE_SECONDARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Forward Primary Weapon       || CYCLE_NEXT_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Backward Primary Weapon      || CYCLE_PREV_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Primary Weapon Firing Rate   || CYCLE_PRIMARY_WEAPON_SEQUENCE&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Secondary Weapon Bank        || CYCLE_SECONDARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Secondary Weapon Firing Rate || CYCLE_NUM_MISSLES&lt;br /&gt;
|-&lt;br /&gt;
| Launch Countermeasure              || LAUNCH_COUNTERMEASURE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Flight Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Forward Thrust     || FORWARD_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Reverse Thrust     || REVERSE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Bank Left          || BANK_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Bank Right         || BANK_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Pitch Forward      || PITCH_FORWARD&lt;br /&gt;
|-&lt;br /&gt;
| Pitch Backward     || PITCH_BACK&lt;br /&gt;
|-&lt;br /&gt;
| Turn Left          || YAW_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Turn Right         || YAW_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Right Thrust       || RIGHT_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Left Thrust        || LEFT_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Up Thrust          || UP_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Down Thrust        || DOWN_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Afterburner        || AFTERBURNER&lt;br /&gt;
|-&lt;br /&gt;
| Glide When Pressed || GLIDE_WHEN_PRESSED&lt;br /&gt;
|-&lt;br /&gt;
| Bank When Pressed  || BANK_WHEN_PRESSED&lt;br /&gt;
|-&lt;br /&gt;
| Match Target Speed || MATCH_TARGET_SPEED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Throttle Control&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Zero        || ZERO_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Max         || MAX_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to One-Third   || ONE_THIRD_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Two-Thirds  || TWO_THIRDS_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Increase Throttle 5 Percent || PLUS_5_PERCENT_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Throttle 5 Percent || MINUS_5_PERCENT_THROTTLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | HUD Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Toggle High HUD Contrast         || TOGGLE_HUD_CONTRAST&lt;br /&gt;
|-&lt;br /&gt;
| Toggle HUD                       || TOGGLE_HUD&lt;br /&gt;
|-&lt;br /&gt;
| Toggle HUD Wireframe Target View || HUD_TARGETBOX_TOGGLE_WIREFRAME&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Radar Range                || RADAR_RANGE_CYCLE&lt;br /&gt;
|-&lt;br /&gt;
| Communications Menu              || SQUADMSG_MENU&lt;br /&gt;
|-&lt;br /&gt;
| Show Objectives                  || SHOW_GOALS&lt;br /&gt;
|-&lt;br /&gt;
| Show Nav Map                     || SHOW_NAVMAP&lt;br /&gt;
|-&lt;br /&gt;
| Add or Remove Escort             || ADD_REMOVE_ESCORT&lt;br /&gt;
|-&lt;br /&gt;
| Clear Escort List                || ESCORT_CLEAR&lt;br /&gt;
|-&lt;br /&gt;
| -                                || TOGGLE_HUD_SHADOWS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Squadmate Messaging&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Attack My Target    || ATTACK_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Disarm My Target    || DISARM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Disable My Target   || DISABLE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Attack My Subsystem || ATTACK_SUBSYSTEM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Capture My Target   || CAPTURE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Engage Enemy        || ENGAGE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Form on My Wing     || FORM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Ignore My Target    || IGNORE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Protect My Target   || PROTECT_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Cover Me            || COVER_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Return to Base      || WARP_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Rearm Me            || REARM_MESSAGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Views&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Chase View                  || VIEW_CHASE&lt;br /&gt;
|-&lt;br /&gt;
| External View               || VIEW_EXTERNAL&lt;br /&gt;
|-&lt;br /&gt;
| Toggle External Camera Lock || VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK&lt;br /&gt;
|-&lt;br /&gt;
| Free Look View              || VIEW_SLEW&lt;br /&gt;
|-&lt;br /&gt;
| Current Target View         || VIEW_OTHER_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Increase View Distance      || VIEW_DIST_INCREASE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease View Distance      || VIEW_DIST_DECREASE&lt;br /&gt;
|-&lt;br /&gt;
| Center View                 || VIEW_CENTER&lt;br /&gt;
|-&lt;br /&gt;
| View Up                     || PADLOCK_UP&lt;br /&gt;
|-&lt;br /&gt;
| View Rear                   || PADLOCK_DOWN&lt;br /&gt;
|-&lt;br /&gt;
| View Left                   || PADLOCK_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| View Right                  || PADLOCK_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Top-Down View               || VIEW_TOPDOWN&lt;br /&gt;
|-&lt;br /&gt;
| Target Padlock View         || VIEW_TRACK_TARGET&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | ETS and Shields&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Increase Weapon Energy        || INCREASE_WEAPON&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Weapon Energy        || DECREASE_WEAPON&lt;br /&gt;
|-&lt;br /&gt;
| Increase Shield Energy        || INCREASE_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Shield Energy        || DECREASE_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Increase Engine Energy        || INCREASE_ENGINE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Engine Energy        || DECREASE_ENGINE&lt;br /&gt;
|-&lt;br /&gt;
| Equalize Energy Settings      || ETS_EQUALIZE&lt;br /&gt;
|-&lt;br /&gt;
| Equalize Shields              || SHIELD_EQUALIZE&lt;br /&gt;
|-&lt;br /&gt;
| Augment Forward Shield        || SHIELD_XFER_TOP&lt;br /&gt;
|-&lt;br /&gt;
| Augment Rear Shield           || SHIELD_XFER_BOTTOM&lt;br /&gt;
|-&lt;br /&gt;
| Augment Left Shield           || SHIELD_XFER_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Augment Right Shield          || SHIELD_XFER_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Transfer Energy Laser-&amp;gt;Shield || XFER_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
| Transfer Energy Shield-&amp;gt;Laser || XFER_LASER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Misc&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Enter Subspace (End Mission) || END_MISSION&lt;br /&gt;
|-&lt;br /&gt;
| Increase Time Compression    || TIME_SPEED_UP&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Time Compression    || TIME_SLOW_DOWN&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Pilot            || AUTO_PILOT_TOGGLE&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Nav Points             || NAV_CYCLE&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Gliding               || TOGGLE_GLIDING&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Speed Matching   || TOGGLE_AUTO_MATCH_TARGET_SPEED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Multiplayer Only&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message All             || MULTI_MESSAGE_ALL&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Friendly        || MULTI_MESSAGE_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Hostile         || MULTI_MESSAGE_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Target          || MULTI_MESSAGE_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Observer Zoom To Target || MULTI_OBSERVER_ZOOM_TO&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Toggle Network info     || MULTI_TOGGLE_NETINFO&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Self Destruct           || MULTI_SELF_DESTRUCT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Custom Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 1 || CUSTOM_CONTROL_1&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 2 || CUSTOM_CONTROL_2&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 3 || CUSTOM_CONTROL_3&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 4 || CUSTOM_CONTROL_4&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 5 || CUSTOM_CONTROL_5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Analog Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_HEADING_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_PITCH_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_BANK_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_ABS_THROTTLE_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_REL_THROTTLE_AXIS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Custom Controls===&lt;br /&gt;
{{Table382|&lt;br /&gt;
* &#039;Custom Control 1&#039;&lt;br /&gt;
* &#039;Custom Control 2&#039;&lt;br /&gt;
* &#039;Custom Control 3&#039;&lt;br /&gt;
* &#039;Custom Control 4&#039;&lt;br /&gt;
* &#039;Custom Control 5&#039;&lt;br /&gt;
&lt;br /&gt;
These are empty controls for modders and/or scripters to use.&lt;br /&gt;
&lt;br /&gt;
Disabled by default&lt;br /&gt;
&lt;br /&gt;
Default XSTR index is 0 (thus, they do not have an entry in [[strings.tbl]])&lt;br /&gt;
&lt;br /&gt;
The default key bindings are Shift-Alt (1-5) for Custom Control 1-5, respectively.&lt;br /&gt;
&lt;br /&gt;
To use these, create a new entry in a [[#ControlConfigOverride]] block and with the respective name. You should specify a label in [[strings.tbl]], otherwise they&#039;ll show up as &amp;quot;Custom Control&amp;quot; in the control config menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* $Bind Name: Custom Control 1&lt;br /&gt;
* $Has XStr: 1570&lt;br /&gt;
* $Disable: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Allowed Keys==&lt;br /&gt;
*Not all keys are checked by FSO for key bindings, so some of these may not work.&lt;br /&gt;
*List coppied from controlsconfigcommon.cpp and edited to make readable.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*List of keys&lt;br /&gt;
:&#039;KEY_0&#039;&lt;br /&gt;
:&#039;KEY_1&#039;&lt;br /&gt;
:&#039;KEY_2&#039;&lt;br /&gt;
:&#039;KEY_3&#039;&lt;br /&gt;
:&#039;KEY_4&#039;&lt;br /&gt;
:&#039;KEY_5&#039;&lt;br /&gt;
:&#039;KEY_6&#039;&lt;br /&gt;
:&#039;KEY_7&#039;&lt;br /&gt;
:&#039;KEY_8&#039;&lt;br /&gt;
:&#039;KEY_9&#039;&lt;br /&gt;
:&#039;KEY_A&#039;&lt;br /&gt;
:&#039;KEY_B&#039;&lt;br /&gt;
:&#039;KEY_C&#039;&lt;br /&gt;
:&#039;KEY_D&#039;&lt;br /&gt;
:&#039;KEY_E&#039;&lt;br /&gt;
:&#039;KEY_F&#039;&lt;br /&gt;
:&#039;KEY_G&#039;&lt;br /&gt;
:&#039;KEY_H&#039;&lt;br /&gt;
:&#039;KEY_I&#039;&lt;br /&gt;
:&#039;KEY_J&#039;&lt;br /&gt;
:&#039;KEY_K&#039;&lt;br /&gt;
:&#039;KEY_L&#039;&lt;br /&gt;
:&#039;KEY_M&#039;&lt;br /&gt;
:&#039;KEY_N&#039;&lt;br /&gt;
:&#039;KEY_O&#039;&lt;br /&gt;
:&#039;KEY_P&#039;&lt;br /&gt;
:&#039;KEY_Q&#039;&lt;br /&gt;
:&#039;KEY_R&#039;&lt;br /&gt;
:&#039;KEY_S&#039;&lt;br /&gt;
:&#039;KEY_T&#039;&lt;br /&gt;
:&#039;KEY_U&#039;&lt;br /&gt;
:&#039;KEY_V&#039;&lt;br /&gt;
:&#039;KEY_W&#039;&lt;br /&gt;
:&#039;KEY_X&#039;&lt;br /&gt;
:&#039;KEY_Y&#039;&lt;br /&gt;
:&#039;KEY_Z&#039;&lt;br /&gt;
:&#039;KEY_MINUS&#039;&lt;br /&gt;
:&#039;KEY_EQUAL&#039;&lt;br /&gt;
:&#039;KEY_DIVIDE&#039;&lt;br /&gt;
:&#039;KEY_SLASH&#039;&lt;br /&gt;
:&#039;KEY_SLASH_UK&#039;&lt;br /&gt;
:&#039;KEY_COMMA&#039;&lt;br /&gt;
:&#039;KEY_PERIOD&#039;&lt;br /&gt;
:&#039;KEY_SEMICOL&#039;&lt;br /&gt;
:&#039;KEY_LBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_LAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_ESC&#039;&lt;br /&gt;
:&#039;KEY_ENTER&#039;&lt;br /&gt;
:&#039;KEY_BACKSP&#039;&lt;br /&gt;
:&#039;KEY_TAB&#039;&lt;br /&gt;
:&#039;KEY_SPACEBAR&#039;&lt;br /&gt;
:&#039;KEY_NUMLOCK&#039;&lt;br /&gt;
:&#039;KEY_SCROLLOCK&#039;&lt;br /&gt;
:&#039;KEY_CAPSLOCK&#039;&lt;br /&gt;
:&#039;KEY_LSHIFT&#039;&lt;br /&gt;
:&#039;KEY_RSHIFT&#039;&lt;br /&gt;
:&#039;KEY_LALT&#039;&lt;br /&gt;
:&#039;KEY_RALT&#039;&lt;br /&gt;
:&#039;KEY_LCTRL&#039;&lt;br /&gt;
:&#039;KEY_RCTRL&#039;&lt;br /&gt;
:&#039;KEY_F1&#039;&lt;br /&gt;
:&#039;KEY_F2&#039;&lt;br /&gt;
:&#039;KEY_F3&#039;&lt;br /&gt;
:&#039;KEY_F4&#039;&lt;br /&gt;
:&#039;KEY_F5&#039;&lt;br /&gt;
:&#039;KEY_F6&#039;&lt;br /&gt;
:&#039;KEY_F7&#039;&lt;br /&gt;
:&#039;KEY_F8&#039;&lt;br /&gt;
:&#039;KEY_F9&#039;&lt;br /&gt;
:&#039;KEY_F10&#039;&lt;br /&gt;
:&#039;KEY_F11&#039;&lt;br /&gt;
:&#039;KEY_F12&#039;&lt;br /&gt;
:&#039;KEY_PAD0&#039;&lt;br /&gt;
:&#039;KEY_PAD1&#039;&lt;br /&gt;
:&#039;KEY_PAD2&#039;&lt;br /&gt;
:&#039;KEY_PAD3&#039;&lt;br /&gt;
:&#039;KEY_PAD4&#039;&lt;br /&gt;
:&#039;KEY_PAD5&#039;&lt;br /&gt;
:&#039;KEY_PAD6&#039;&lt;br /&gt;
:&#039;KEY_PAD7&#039;&lt;br /&gt;
:&#039;KEY_PAD8&#039;&lt;br /&gt;
:&#039;KEY_PAD9&#039;&lt;br /&gt;
:&#039;KEY_PADMINUS&#039;&lt;br /&gt;
:&#039;KEY_PADPLUS&#039;&lt;br /&gt;
:&#039;KEY_PADPERIOD&#039;&lt;br /&gt;
:&#039;KEY_PADDIVIDE&#039;&lt;br /&gt;
:&#039;KEY_PADMULTIPLY&#039;&lt;br /&gt;
:&#039;KEY_PADENTER&#039;&lt;br /&gt;
:&#039;KEY_INSERT&#039;&lt;br /&gt;
:&#039;KEY_HOME&#039;&lt;br /&gt;
:&#039;KEY_PAGEUP&#039;&lt;br /&gt;
:&#039;KEY_DELETE&#039;&lt;br /&gt;
:&#039;KEY_END&#039;&lt;br /&gt;
:&#039;KEY_PAGEDOWN&#039;&lt;br /&gt;
:&#039;KEY_UP&#039;&lt;br /&gt;
:&#039;KEY_DOWN&#039;&lt;br /&gt;
:&#039;KEY_LEFT&#039;&lt;br /&gt;
:&#039;KEY_RIGHT&#039;&lt;br /&gt;
:&#039;KEY_PRINT_SCRN&#039;&lt;br /&gt;
:&#039;KEY_PAUSE&#039;&lt;br /&gt;
:&#039;KEY_BREAK&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;br /&gt;
&lt;br /&gt;
==Debug Commands==&lt;br /&gt;
===save_ccd===&lt;br /&gt;
If running a Debug Build, the &#039;&#039;&#039;save_ccd&#039;&#039;&#039; command may be used on the debug console to save the current Control Configuration Defaults (in the default preset) to a .tbl.  This should allow developers to quickly modify the default preset without needing to transcribe everything by hand, or try to use a controlconfigdefaults.tbl from somewhere else.&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=64013</id>
		<title>Controlconfigdefaults.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=64013"/>
		<updated>2022-10-12T15:19:38Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* Post-22.0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit| 2021-02-13 UTC | db2bd97669c949e7d68baa9560192b7d3ad96563}}&lt;br /&gt;
&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;controlconfigdefaults.tbl&#039;&#039;&#039; can be used to modify the default key bindings in FSO.&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigOverride==&lt;br /&gt;
* Starts an Override section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigOverride&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* Only entries that you want to change are required, the rest will use the default binding&lt;br /&gt;
* Entries not listed will be assigned to their default/hardcoded values.&lt;br /&gt;
{{Table371|&lt;br /&gt;
* Multiple #ControlConfigOverride...#End blocks can be provided.&lt;br /&gt;
** Each block defines a separate control config preset&lt;br /&gt;
** The &amp;quot;Defaults&amp;quot; button in the control config screen may be used to reset to the selected preset, then cycle through to the next preset.&lt;br /&gt;
** The first given block is used as the &amp;quot;global&amp;quot; defaults, and is used when working with the key-pressed SEXP and LUA scripts.&lt;br /&gt;
** Note: It&#039;s a good idea to also use [[Strings.tbl]] to change the &amp;quot;Defaults&amp;quot; text on the button to for example &amp;quot;Cycle\nPresets&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigPreset==&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Starts a Preset section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigPreset&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* All keybinds you wish to have bound must be specified, any unspecified keys will be unbound.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
* The name of this control config preset, displayed at the top left corner of the control config screen when selected through the &amp;quot;Defaults&amp;quot; button.&lt;br /&gt;
* If not provided, the first [[#ControlConfigOverride]] block will override the hardcoded defaults, all subsequent blocks will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&lt;br /&gt;
* If not provided, the [[#ControlConfigPreset]] block will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Bind Name:===&lt;br /&gt;
*Name of the bind or action to modify the default key of.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Table of Bindings|Table of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
As of FSO 22.0, &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039; is deprecated in favor of &#039;&#039;&#039;$Bind:&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Key Default:====&lt;br /&gt;
*Key to set as default&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]&lt;br /&gt;
{{Table372|&lt;br /&gt;
*May be unbound by specifying &#039;&#039;&#039;NONE&#039;&#039;&#039; instead of a key}}&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Joy Default:====&lt;br /&gt;
*Joystick button to set as default&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Shift:====&lt;br /&gt;
*Sets the key to require the Shift key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Alt:====&lt;br /&gt;
&lt;br /&gt;
*Sets the key to require the Alt key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Ctrl:====&lt;br /&gt;
* Sets the key to require the Ctrl key&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Bind:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The IoActionID of the action to bind to.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Table of Bindings|Table of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Primary:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes the following binding is a Primary binding of the control&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: (No arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$Controller:=====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes which controller this binding is for&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, any of the following:&lt;br /&gt;
**&#039;&#039;&#039;CID_NONE&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_KEYBOARD&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_MOUSE&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY0&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY1&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY2&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY3&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$Flags:=====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes a number of flags for button behavior&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, any of the following:&lt;br /&gt;
}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;AXIS_BTN&#039;&#039;&#039; || An axis that&#039;s treated as a digital control should it be deflected past a certain threshold (Note: WIP)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RELATIVE&#039;&#039;&#039;  || A relative axis which increases or decreases the control&#039;s value instead of directly setting its value. (Example: Relative Throttle)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INVERTED&#039;&#039;&#039;  || An axis who&#039;s input is inverted&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;AXIS&#039;&#039;&#039; || Input is an axis&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HAT&#039;&#039;&#039;  || Input is a POV HAT switch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BALL&#039;&#039;&#039; || Input is a trackball&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NONE&#039;&#039;&#039; || Input is assumed to be a standard button or key&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====$Input:=====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Which button, key, or axis is bound&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;string&#039;&#039;&#039;, any of the following:&lt;br /&gt;
&lt;br /&gt;
Joystick axes:&lt;br /&gt;
*&#039;&#039;&#039;X_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Y_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Z_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RX_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RY_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RZ_AXIS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Joystick Buttons:&lt;br /&gt;
*Buttons are simply the button number, such as &amp;quot;1&amp;quot; for button 1.&lt;br /&gt;
&lt;br /&gt;
Mouse Buttons:&lt;br /&gt;
*&#039;&#039;&#039;LEFT_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RIGHT_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;MIDDLE_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;X1_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;X2_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_UP&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_DOWN&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_LEFT&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_RIGHT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keyboard Keys:&lt;br /&gt;
[[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]&lt;br /&gt;
*Key modifiers &#039;&#039;&#039;ALT-&#039;&#039;&#039; and &#039;&#039;&#039;SHIFT-&#039;&#039;&#039; can be prepended to the Key ID.&lt;br /&gt;
**Example: &#039;&#039;&#039;ALT-J&#039;&#039;&#039;, &#039;&#039;&#039;SHIFT-KEY_Q&#039;&#039;&#039;, &#039;&#039;&#039;ALT-SHIFT-KEY_1&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Secondary:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes the following binding is a Secondary binding of the control&lt;br /&gt;
*Has the same suboptions as [[Controlconfigdefaults.tbl#$Primary:|$Primary]]&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: (No Arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Category:===&lt;br /&gt;
* Tab where the binding appears in the options menu.&lt;br /&gt;
* Valid entries:	TARGET_TAB, SHIP_TAB, WEAPON_TAB, COMPUTER_TAB&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Text:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
* The label of the control to use in the controls config menu.&lt;br /&gt;
* Is overridden by XSTR, if provided&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; This is meant to be a lazy temporary substitution to modifying [[strings.tbl]].  Your released mod should nstill provide its own strings.tbl.&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Has XStr:===&lt;br /&gt;
* Whether or not the binding has an entry in [[strings.tbl]]&lt;br /&gt;
** If &#039;&#039;&#039;0&#039;&#039;&#039;, assumes no XSTR is provided&lt;br /&gt;
** If &#039;&#039;&#039;1&#039;&#039;&#039;, assumes an XSTR is provided alongside the other ControlConfig strings according to its internal, hardcoded index&lt;br /&gt;
{{Table382|&lt;br /&gt;
** If any nonzero integer &amp;gt;1, is the exact XSTR index within [[strings.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Type:===&lt;br /&gt;
*Determines the type of control this is.&lt;br /&gt;
&lt;br /&gt;
*Valid entries:&lt;br /&gt;
**CC_TYPE_TRIGGER&lt;br /&gt;
***Normal control that activates upon the first press. Resetting devices (such as weapons) will keep firing as long as the key/button is held down.&lt;br /&gt;
**CC_TYPE_CONTINUOUS&lt;br /&gt;
***Control that activates when the key/button is held down, and stays activated until the key/button is released. Ex: Afterburner key.&lt;br /&gt;
*Optional&lt;br /&gt;
*Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
*Syntax &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Disable:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines whether the binding can be used and appears in the options menu. Can be used to hide bindings which are not needed, or to enable bindings which are hidden by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Disable===&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Disables the control&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: (No arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
* All [[#ControlConfigOverride]] and [[#ControlConfigPreset]] sections must be terminated by #End&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
===Post-22.0===&lt;br /&gt;
{{Table220|&lt;br /&gt;
This example is for Post-22.0 and does the following...&lt;br /&gt;
*Sets Clear Escort List to Alt-Shift-Q&lt;br /&gt;
*Sets Target Target&#039;s Attacker to Alt-Shift-J and Button 2 on Joystick 0, moves it to the Ship Tab, denotes it&#039;s type as a trigger and sets it to not have a XString&lt;br /&gt;
*Sets Transfer Energy from Shield to Laser to R&lt;br /&gt;
&lt;br /&gt;
Note that for compatibility, FSO builds 22.0 and later can still read Pre-22.0 format.&lt;br /&gt;
&lt;br /&gt;
Note: the indents are optional, and are provided to improve readibility.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ControlConfigOverride&lt;br /&gt;
&lt;br /&gt;
$Bind: ESCORT_CLEAR&lt;br /&gt;
  $Primary:&lt;br /&gt;
    $Controller: CID_KEYBOARD&lt;br /&gt;
    $Flags: NONE&lt;br /&gt;
    $Input: ALT-SHIFT-KEY_Q&lt;br /&gt;
&lt;br /&gt;
$Bind: TARGET_CLOSEST_SHIP_ATTACKING_TARGET&lt;br /&gt;
  $Primary:&lt;br /&gt;
    $Controller: CID_KEYBOARD&lt;br /&gt;
    $Flags: NONE&lt;br /&gt;
    $Input: ALT-SHIFT-KEY_J&lt;br /&gt;
  $Secondary:&lt;br /&gt;
    $Controller: CID_JOY0&lt;br /&gt;
    $Flags: NONE&lt;br /&gt;
    $Input: 2&lt;br /&gt;
  $Category: SHIP_TAB&lt;br /&gt;
  $Has XStr: 0&lt;br /&gt;
  $TYPE:     CC_TYPE_TRIGGER&lt;br /&gt;
&lt;br /&gt;
$Bind: XFER_LASER&lt;br /&gt;
  $Primary:&lt;br /&gt;
    $Controller: CID_KEYBOARD&lt;br /&gt;
    $FLAGS: NONE&lt;br /&gt;
    $Inpute: KEY_R&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pre-22.0===&lt;br /&gt;
This example is for Pre-22.0 and does the following...&lt;br /&gt;
*Sets Clear Escort List to Alt-Shift-Q&lt;br /&gt;
*Sets Target Target&#039;s Attacker to Ctrl-Alt-Shift-J, moves it to the Ship Tab, denotes it&#039;s type as a trigger and sets it to not have a XString&lt;br /&gt;
*Sets Transfer Energy from Shield to Laser to R&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ControlConfigOverride&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Clear Escort List&lt;br /&gt;
$Key Default:		KEY_Q&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Target Target&#039;s Nearest Attacker&lt;br /&gt;
$Key Default:		KEY_J&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
$Key Mod Ctrl:		1&lt;br /&gt;
$Category:		SHIP_TAB&lt;br /&gt;
$Has XStr:		0&lt;br /&gt;
$TYPE:			CC_TYPE_TRIGGER&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Transfer Energy Shield-&amp;gt;Laser&lt;br /&gt;
$Key Default:		KEY_R&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table of Bindings==&lt;br /&gt;
* This is a table of all possible bindings that can be modified, grouped into smaller tables for easier reference.&lt;br /&gt;
* &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039; column is to be used with &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039; entries, and &#039;&#039;&#039;$Bind:&#039;&#039;&#039; column is to be used with &#039;&#039;&#039;$Bind:&#039;&#039;&#039; entries.&lt;br /&gt;
* These bindings are case-sensitive&lt;br /&gt;
* Controls added after 22.0 might not have a &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039;.  Use the &#039;&#039;&#039;$Bind:&#039;&#039;&#039; identifier instead.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Targeting&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Ship || TARGET_NEXT&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Ship || TARGET_PREV&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Closest Hostile Ship        || TARGET_NEXT_CLOSEST_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Closest Hostile Ship    || TARGET_PREV_CLOSEST_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Targeting                   || TOGGLE_AUTO_TARGETING&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Closest Friendly Ship       || TARGET_NEXT_CLOSEST_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Closest Friendly Ship   || TARGET_PREV_CLOSEST_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| Target Ship in Reticle                  || TARGET_SHIP_IN_RETICLE&lt;br /&gt;
|-&lt;br /&gt;
| Target Targets Nearest Attacker         || TARGET_CLOSEST_SHIP_ATTACKING_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| Target Last Ship to Send Transmission   || TARGET_LAST_TRANMISSION_SENDER&lt;br /&gt;
|-&lt;br /&gt;
| Turn Off Targeting                      || STOP_TARGETING_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Closest Attacking Ship           || TARGET_CLOSEST_SHIP_ATTACKING_SELF&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Escort Ship                 || TARGET_NEXT_ESCORT_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Closest Repair Ship              || TARGET_CLOSEST_REPAIR_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Uninspected Cargo           || TARGET_NEXT_UNINSPECTED_CARGO&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Uninspected Cargo       || TARGET_PREV_UNINSPECTED_CARGO&lt;br /&gt;
|-&lt;br /&gt;
| Target Newest Ship in Area              || TARGET_NEWEST_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Targets Target                   || TARGET_TARGETS_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Hostile Bomb or Bomber      || TARGET_NEXT_BOMB&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Hostile Bomb or Bomber  || TARGET_PREV_BOMB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Targeting Subsystems and Turrets&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Target Subsystem in Reticle      || TARGET_SUBOBJECT_IN_RETICLE&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Subsystem            || TARGET_NEXT_SUBOBJECT&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Subsystem        || TARGET_PREV_SUBOBJECT&lt;br /&gt;
|-&lt;br /&gt;
| Turn Off Targeting of Subsystems || STOP_TARGETING_SUBSYSTEM&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Live Turret          || TARGET_NEXT_LIVE_TURRET&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Live Turret      || TARGET_PREV_LIVE_TURRET&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Weapons&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Fire Primary Weapon                || FIRE_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Fire Secondary Weapon              || FIRE_SECONDARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Forward Primary Weapon       || CYCLE_NEXT_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Backward Primary Weapon      || CYCLE_PREV_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Primary Weapon Firing Rate   || CYCLE_PRIMARY_WEAPON_SEQUENCE&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Secondary Weapon Bank        || CYCLE_SECONDARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Secondary Weapon Firing Rate || CYCLE_NUM_MISSLES&lt;br /&gt;
|-&lt;br /&gt;
| Launch Countermeasure              || LAUNCH_COUNTERMEASURE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Flight Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Forward Thrust     || FORWARD_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Reverse Thrust     || REVERSE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Bank Left          || BANK_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Bank Right         || BANK_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Pitch Forward      || PITCH_FORWARD&lt;br /&gt;
|-&lt;br /&gt;
| Pitch Backward     || PITCH_BACK&lt;br /&gt;
|-&lt;br /&gt;
| Turn Left          || YAW_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Turn Right         || YAW_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Right Thrust       || RIGHT_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Left Thrust        || LEFT_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Up Thrust          || UP_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Down Thrust        || DOWN_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Afterburner        || AFTERBURNER&lt;br /&gt;
|-&lt;br /&gt;
| Glide When Pressed || GLIDE_WHEN_PRESSED&lt;br /&gt;
|-&lt;br /&gt;
| Bank When Pressed  || BANK_WHEN_PRESSED&lt;br /&gt;
|-&lt;br /&gt;
| Match Target Speed || MATCH_TARGET_SPEED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Throttle Control&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Zero        || ZERO_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Max         || MAX_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to One-Third   || ONE_THIRD_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Two-Thirds  || TWO_THIRDS_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Increase Throttle 5 Percent || PLUS_5_PERCENT_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Throttle 5 Percent || MINUS_5_PERCENT_THROTTLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | HUD Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Toggle High HUD Contrast         || TOGGLE_HUD_CONTRAST&lt;br /&gt;
|-&lt;br /&gt;
| Toggle HUD                       || TOGGLE_HUD&lt;br /&gt;
|-&lt;br /&gt;
| Toggle HUD Wireframe Target View || HUD_TARGETBOX_TOGGLE_WIREFRAME&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Radar Range                || RADAR_RANGE_CYCLE&lt;br /&gt;
|-&lt;br /&gt;
| Communications Menu              || SQUADMSG_MENU&lt;br /&gt;
|-&lt;br /&gt;
| Show Objectives                  || SHOW_GOALS&lt;br /&gt;
|-&lt;br /&gt;
| Show Nav Map                     || SHOW_NAVMAP&lt;br /&gt;
|-&lt;br /&gt;
| Add or Remove Escort             || ADD_REMOVE_ESCORT&lt;br /&gt;
|-&lt;br /&gt;
| Clear Escort List                || ESCORT_CLEAR&lt;br /&gt;
|-&lt;br /&gt;
| -                                || TOGGLE_HUD_SHADOWS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Squadmate Messaging&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Attack My Target    || ATTACK_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Disarm My Target    || DISARM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Disable My Target   || DISABLE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Attack My Subsystem || ATTACK_SUBSYSTEM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Capture My Target   || CAPTURE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Engage Enemy        || ENGAGE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Form on My Wing     || FORM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Ignore My Target    || IGNORE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Protect My Target   || PROTECT_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Cover Me            || COVER_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Return to Base      || WARP_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Rearm Me            || REARM_MESSAGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Views&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Chase View                  || VIEW_CHASE&lt;br /&gt;
|-&lt;br /&gt;
| External View               || VIEW_EXTERNAL&lt;br /&gt;
|-&lt;br /&gt;
| Toggle External Camera Lock || VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK&lt;br /&gt;
|-&lt;br /&gt;
| Free Look View              || VIEW_SLEW&lt;br /&gt;
|-&lt;br /&gt;
| Current Target View         || VIEW_OTHER_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Increase View Distance      || VIEW_DIST_INCREASE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease View Distance      || VIEW_DIST_DECREASE&lt;br /&gt;
|-&lt;br /&gt;
| Center View                 || VIEW_CENTER&lt;br /&gt;
|-&lt;br /&gt;
| View Up                     || PADLOCK_UP&lt;br /&gt;
|-&lt;br /&gt;
| View Rear                   || PADLOCK_DOWN&lt;br /&gt;
|-&lt;br /&gt;
| View Left                   || PADLOCK_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| View Right                  || PADLOCK_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Top-Down View               || VIEW_TOPDOWN&lt;br /&gt;
|-&lt;br /&gt;
| Target Padlock View         || VIEW_TRACK_TARGET&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | ETS and Shields&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Increase Weapon Energy        || INCREASE_WEAPON&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Weapon Energy        || DECREASE_WEAPON&lt;br /&gt;
|-&lt;br /&gt;
| Increase Shield Energy        || INCREASE_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Shield Energy        || DECREASE_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Increase Engine Energy        || INCREASE_ENGINE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Engine Energy        || DECREASE_ENGINE&lt;br /&gt;
|-&lt;br /&gt;
| Equalize Energy Settings      || ETS_EQUALIZE&lt;br /&gt;
|-&lt;br /&gt;
| Equalize Shields              || SHIELD_EQUALIZE&lt;br /&gt;
|-&lt;br /&gt;
| Augment Forward Shield        || SHIELD_XFER_TOP&lt;br /&gt;
|-&lt;br /&gt;
| Augment Rear Shield           || SHIELD_XFER_BOTTOM&lt;br /&gt;
|-&lt;br /&gt;
| Augment Left Shield           || SHIELD_XFER_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Augment Right Shield          || SHIELD_XFER_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Transfer Energy Laser-&amp;gt;Shield || XFER_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
| Transfer Energy Shield-&amp;gt;Laser || XFER_LASER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Misc&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Enter Subspace (End Mission) || END_MISSION&lt;br /&gt;
|-&lt;br /&gt;
| Increase Time Compression    || TIME_SPEED_UP&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Time Compression    || TIME_SLOW_DOWN&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Pilot            || AUTO_PILOT_TOGGLE&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Nav Points             || NAV_CYCLE&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Gliding               || TOGGLE_GLIDING&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Speed Matching   || TOGGLE_AUTO_MATCH_TARGET_SPEED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Multiplayer Only&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message All             || MULTI_MESSAGE_ALL&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Friendly        || MULTI_MESSAGE_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Hostile         || MULTI_MESSAGE_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Target          || MULTI_MESSAGE_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Observer Zoom To Target || MULTI_OBSERVER_ZOOM_TO&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Toggle Network info     || MULTI_TOGGLE_NETINFO&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Self Destruct           || MULTI_SELF_DESTRUCT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Custom Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 1 || CUSTOM_CONTROL_1&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 2 || CUSTOM_CONTROL_2&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 3 || CUSTOM_CONTROL_3&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 4 || CUSTOM_CONTROL_4&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 5 || CUSTOM_CONTROL_5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Analog Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_HEADING_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_PITCH_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_BANK_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_ABS_THROTTLE_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_REL_THROTTLE_AXIS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Custom Controls===&lt;br /&gt;
{{Table382|&lt;br /&gt;
* &#039;Custom Control 1&#039;&lt;br /&gt;
* &#039;Custom Control 2&#039;&lt;br /&gt;
* &#039;Custom Control 3&#039;&lt;br /&gt;
* &#039;Custom Control 4&#039;&lt;br /&gt;
* &#039;Custom Control 5&#039;&lt;br /&gt;
&lt;br /&gt;
These are empty controls for modders and/or scripters to use.&lt;br /&gt;
&lt;br /&gt;
Disabled by default&lt;br /&gt;
&lt;br /&gt;
Default XSTR index is 0 (thus, they do not have an entry in [[strings.tbl]])&lt;br /&gt;
&lt;br /&gt;
The default key bindings are Shift-Alt (1-5) for Custom Control 1-5, respectively.&lt;br /&gt;
&lt;br /&gt;
To use these, create a new entry in a [[#ControlConfigOverride]] block and with the respective name. You should specify a label in [[strings.tbl]], otherwise they&#039;ll show up as &amp;quot;Custom Control&amp;quot; in the control config menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* $Bind Name: Custom Control 1&lt;br /&gt;
* $Has XStr: 1570&lt;br /&gt;
* $Disable: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Allowed Keys==&lt;br /&gt;
*Not all keys are checked by FSO for key bindings, so some of these may not work.&lt;br /&gt;
*List coppied from controlsconfigcommon.cpp and edited to make readable.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*List of keys&lt;br /&gt;
:&#039;KEY_0&#039;&lt;br /&gt;
:&#039;KEY_1&#039;&lt;br /&gt;
:&#039;KEY_2&#039;&lt;br /&gt;
:&#039;KEY_3&#039;&lt;br /&gt;
:&#039;KEY_4&#039;&lt;br /&gt;
:&#039;KEY_5&#039;&lt;br /&gt;
:&#039;KEY_6&#039;&lt;br /&gt;
:&#039;KEY_7&#039;&lt;br /&gt;
:&#039;KEY_8&#039;&lt;br /&gt;
:&#039;KEY_9&#039;&lt;br /&gt;
:&#039;KEY_A&#039;&lt;br /&gt;
:&#039;KEY_B&#039;&lt;br /&gt;
:&#039;KEY_C&#039;&lt;br /&gt;
:&#039;KEY_D&#039;&lt;br /&gt;
:&#039;KEY_E&#039;&lt;br /&gt;
:&#039;KEY_F&#039;&lt;br /&gt;
:&#039;KEY_G&#039;&lt;br /&gt;
:&#039;KEY_H&#039;&lt;br /&gt;
:&#039;KEY_I&#039;&lt;br /&gt;
:&#039;KEY_J&#039;&lt;br /&gt;
:&#039;KEY_K&#039;&lt;br /&gt;
:&#039;KEY_L&#039;&lt;br /&gt;
:&#039;KEY_M&#039;&lt;br /&gt;
:&#039;KEY_N&#039;&lt;br /&gt;
:&#039;KEY_O&#039;&lt;br /&gt;
:&#039;KEY_P&#039;&lt;br /&gt;
:&#039;KEY_Q&#039;&lt;br /&gt;
:&#039;KEY_R&#039;&lt;br /&gt;
:&#039;KEY_S&#039;&lt;br /&gt;
:&#039;KEY_T&#039;&lt;br /&gt;
:&#039;KEY_U&#039;&lt;br /&gt;
:&#039;KEY_V&#039;&lt;br /&gt;
:&#039;KEY_W&#039;&lt;br /&gt;
:&#039;KEY_X&#039;&lt;br /&gt;
:&#039;KEY_Y&#039;&lt;br /&gt;
:&#039;KEY_Z&#039;&lt;br /&gt;
:&#039;KEY_MINUS&#039;&lt;br /&gt;
:&#039;KEY_EQUAL&#039;&lt;br /&gt;
:&#039;KEY_DIVIDE&#039;&lt;br /&gt;
:&#039;KEY_SLASH&#039;&lt;br /&gt;
:&#039;KEY_SLASH_UK&#039;&lt;br /&gt;
:&#039;KEY_COMMA&#039;&lt;br /&gt;
:&#039;KEY_PERIOD&#039;&lt;br /&gt;
:&#039;KEY_SEMICOL&#039;&lt;br /&gt;
:&#039;KEY_LBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_LAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_ESC&#039;&lt;br /&gt;
:&#039;KEY_ENTER&#039;&lt;br /&gt;
:&#039;KEY_BACKSP&#039;&lt;br /&gt;
:&#039;KEY_TAB&#039;&lt;br /&gt;
:&#039;KEY_SPACEBAR&#039;&lt;br /&gt;
:&#039;KEY_NUMLOCK&#039;&lt;br /&gt;
:&#039;KEY_SCROLLOCK&#039;&lt;br /&gt;
:&#039;KEY_CAPSLOCK&#039;&lt;br /&gt;
:&#039;KEY_LSHIFT&#039;&lt;br /&gt;
:&#039;KEY_RSHIFT&#039;&lt;br /&gt;
:&#039;KEY_LALT&#039;&lt;br /&gt;
:&#039;KEY_RALT&#039;&lt;br /&gt;
:&#039;KEY_LCTRL&#039;&lt;br /&gt;
:&#039;KEY_RCTRL&#039;&lt;br /&gt;
:&#039;KEY_F1&#039;&lt;br /&gt;
:&#039;KEY_F2&#039;&lt;br /&gt;
:&#039;KEY_F3&#039;&lt;br /&gt;
:&#039;KEY_F4&#039;&lt;br /&gt;
:&#039;KEY_F5&#039;&lt;br /&gt;
:&#039;KEY_F6&#039;&lt;br /&gt;
:&#039;KEY_F7&#039;&lt;br /&gt;
:&#039;KEY_F8&#039;&lt;br /&gt;
:&#039;KEY_F9&#039;&lt;br /&gt;
:&#039;KEY_F10&#039;&lt;br /&gt;
:&#039;KEY_F11&#039;&lt;br /&gt;
:&#039;KEY_F12&#039;&lt;br /&gt;
:&#039;KEY_PAD0&#039;&lt;br /&gt;
:&#039;KEY_PAD1&#039;&lt;br /&gt;
:&#039;KEY_PAD2&#039;&lt;br /&gt;
:&#039;KEY_PAD3&#039;&lt;br /&gt;
:&#039;KEY_PAD4&#039;&lt;br /&gt;
:&#039;KEY_PAD5&#039;&lt;br /&gt;
:&#039;KEY_PAD6&#039;&lt;br /&gt;
:&#039;KEY_PAD7&#039;&lt;br /&gt;
:&#039;KEY_PAD8&#039;&lt;br /&gt;
:&#039;KEY_PAD9&#039;&lt;br /&gt;
:&#039;KEY_PADMINUS&#039;&lt;br /&gt;
:&#039;KEY_PADPLUS&#039;&lt;br /&gt;
:&#039;KEY_PADPERIOD&#039;&lt;br /&gt;
:&#039;KEY_PADDIVIDE&#039;&lt;br /&gt;
:&#039;KEY_PADMULTIPLY&#039;&lt;br /&gt;
:&#039;KEY_PADENTER&#039;&lt;br /&gt;
:&#039;KEY_INSERT&#039;&lt;br /&gt;
:&#039;KEY_HOME&#039;&lt;br /&gt;
:&#039;KEY_PAGEUP&#039;&lt;br /&gt;
:&#039;KEY_DELETE&#039;&lt;br /&gt;
:&#039;KEY_END&#039;&lt;br /&gt;
:&#039;KEY_PAGEDOWN&#039;&lt;br /&gt;
:&#039;KEY_UP&#039;&lt;br /&gt;
:&#039;KEY_DOWN&#039;&lt;br /&gt;
:&#039;KEY_LEFT&#039;&lt;br /&gt;
:&#039;KEY_RIGHT&#039;&lt;br /&gt;
:&#039;KEY_PRINT_SCRN&#039;&lt;br /&gt;
:&#039;KEY_PAUSE&#039;&lt;br /&gt;
:&#039;KEY_BREAK&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=64012</id>
		<title>Controlconfigdefaults.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=64012"/>
		<updated>2022-10-12T15:19:24Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* Post-22.0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit| 2021-02-13 UTC | db2bd97669c949e7d68baa9560192b7d3ad96563}}&lt;br /&gt;
&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;controlconfigdefaults.tbl&#039;&#039;&#039; can be used to modify the default key bindings in FSO.&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigOverride==&lt;br /&gt;
* Starts an Override section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigOverride&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* Only entries that you want to change are required, the rest will use the default binding&lt;br /&gt;
* Entries not listed will be assigned to their default/hardcoded values.&lt;br /&gt;
{{Table371|&lt;br /&gt;
* Multiple #ControlConfigOverride...#End blocks can be provided.&lt;br /&gt;
** Each block defines a separate control config preset&lt;br /&gt;
** The &amp;quot;Defaults&amp;quot; button in the control config screen may be used to reset to the selected preset, then cycle through to the next preset.&lt;br /&gt;
** The first given block is used as the &amp;quot;global&amp;quot; defaults, and is used when working with the key-pressed SEXP and LUA scripts.&lt;br /&gt;
** Note: It&#039;s a good idea to also use [[Strings.tbl]] to change the &amp;quot;Defaults&amp;quot; text on the button to for example &amp;quot;Cycle\nPresets&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigPreset==&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Starts a Preset section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigPreset&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* All keybinds you wish to have bound must be specified, any unspecified keys will be unbound.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
* The name of this control config preset, displayed at the top left corner of the control config screen when selected through the &amp;quot;Defaults&amp;quot; button.&lt;br /&gt;
* If not provided, the first [[#ControlConfigOverride]] block will override the hardcoded defaults, all subsequent blocks will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&lt;br /&gt;
* If not provided, the [[#ControlConfigPreset]] block will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Bind Name:===&lt;br /&gt;
*Name of the bind or action to modify the default key of.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Table of Bindings|Table of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
As of FSO 22.0, &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039; is deprecated in favor of &#039;&#039;&#039;$Bind:&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Key Default:====&lt;br /&gt;
*Key to set as default&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]&lt;br /&gt;
{{Table372|&lt;br /&gt;
*May be unbound by specifying &#039;&#039;&#039;NONE&#039;&#039;&#039; instead of a key}}&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Joy Default:====&lt;br /&gt;
*Joystick button to set as default&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Shift:====&lt;br /&gt;
*Sets the key to require the Shift key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Alt:====&lt;br /&gt;
&lt;br /&gt;
*Sets the key to require the Alt key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Ctrl:====&lt;br /&gt;
* Sets the key to require the Ctrl key&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Bind:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The IoActionID of the action to bind to.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Table of Bindings|Table of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Primary:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes the following binding is a Primary binding of the control&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: (No arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$Controller:=====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes which controller this binding is for&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, any of the following:&lt;br /&gt;
**&#039;&#039;&#039;CID_NONE&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_KEYBOARD&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_MOUSE&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY0&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY1&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY2&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY3&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$Flags:=====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes a number of flags for button behavior&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, any of the following:&lt;br /&gt;
}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;AXIS_BTN&#039;&#039;&#039; || An axis that&#039;s treated as a digital control should it be deflected past a certain threshold (Note: WIP)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RELATIVE&#039;&#039;&#039;  || A relative axis which increases or decreases the control&#039;s value instead of directly setting its value. (Example: Relative Throttle)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INVERTED&#039;&#039;&#039;  || An axis who&#039;s input is inverted&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;AXIS&#039;&#039;&#039; || Input is an axis&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HAT&#039;&#039;&#039;  || Input is a POV HAT switch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BALL&#039;&#039;&#039; || Input is a trackball&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NONE&#039;&#039;&#039; || Input is assumed to be a standard button or key&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====$Input:=====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Which button, key, or axis is bound&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;string&#039;&#039;&#039;, any of the following:&lt;br /&gt;
&lt;br /&gt;
Joystick axes:&lt;br /&gt;
*&#039;&#039;&#039;X_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Y_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Z_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RX_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RY_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RZ_AXIS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Joystick Buttons:&lt;br /&gt;
*Buttons are simply the button number, such as &amp;quot;1&amp;quot; for button 1.&lt;br /&gt;
&lt;br /&gt;
Mouse Buttons:&lt;br /&gt;
*&#039;&#039;&#039;LEFT_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RIGHT_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;MIDDLE_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;X1_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;X2_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_UP&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_DOWN&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_LEFT&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_RIGHT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keyboard Keys:&lt;br /&gt;
[[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]&lt;br /&gt;
*Key modifiers &#039;&#039;&#039;ALT-&#039;&#039;&#039; and &#039;&#039;&#039;SHIFT-&#039;&#039;&#039; can be prepended to the Key ID.&lt;br /&gt;
**Example: &#039;&#039;&#039;ALT-J&#039;&#039;&#039;, &#039;&#039;&#039;SHIFT-KEY_Q&#039;&#039;&#039;, &#039;&#039;&#039;ALT-SHIFT-KEY_1&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Secondary:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes the following binding is a Secondary binding of the control&lt;br /&gt;
*Has the same suboptions as [[Controlconfigdefaults.tbl#$Primary:|$Primary]]&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: (No Arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Category:===&lt;br /&gt;
* Tab where the binding appears in the options menu.&lt;br /&gt;
* Valid entries:	TARGET_TAB, SHIP_TAB, WEAPON_TAB, COMPUTER_TAB&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Text:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
* The label of the control to use in the controls config menu.&lt;br /&gt;
* Is overridden by XSTR, if provided&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; This is meant to be a lazy temporary substitution to modifying [[strings.tbl]].  Your released mod should nstill provide its own strings.tbl.&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Has XStr:===&lt;br /&gt;
* Whether or not the binding has an entry in [[strings.tbl]]&lt;br /&gt;
** If &#039;&#039;&#039;0&#039;&#039;&#039;, assumes no XSTR is provided&lt;br /&gt;
** If &#039;&#039;&#039;1&#039;&#039;&#039;, assumes an XSTR is provided alongside the other ControlConfig strings according to its internal, hardcoded index&lt;br /&gt;
{{Table382|&lt;br /&gt;
** If any nonzero integer &amp;gt;1, is the exact XSTR index within [[strings.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Type:===&lt;br /&gt;
*Determines the type of control this is.&lt;br /&gt;
&lt;br /&gt;
*Valid entries:&lt;br /&gt;
**CC_TYPE_TRIGGER&lt;br /&gt;
***Normal control that activates upon the first press. Resetting devices (such as weapons) will keep firing as long as the key/button is held down.&lt;br /&gt;
**CC_TYPE_CONTINUOUS&lt;br /&gt;
***Control that activates when the key/button is held down, and stays activated until the key/button is released. Ex: Afterburner key.&lt;br /&gt;
*Optional&lt;br /&gt;
*Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
*Syntax &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Disable:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines whether the binding can be used and appears in the options menu. Can be used to hide bindings which are not needed, or to enable bindings which are hidden by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Disable===&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Disables the control&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: (No arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
* All [[#ControlConfigOverride]] and [[#ControlConfigPreset]] sections must be terminated by #End&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
===Post-22.0===&lt;br /&gt;
{{Table220|&lt;br /&gt;
This example is for Post-22.0 and does the following...&lt;br /&gt;
*Sets Clear Escort List to Alt-Shift-Q&lt;br /&gt;
*Sets Target Target&#039;s Attacker to Alt-Shift-J and Button 2 on Joystick 0, moves it to the Ship Tab, denotes it&#039;s type as a trigger and sets it to not have a XString&lt;br /&gt;
*Sets Transfer Energy from Shield to Laser to R&lt;br /&gt;
&lt;br /&gt;
Note that for compatibility, FSO builds 22.0 and later can still read Pre-22.0 format.&lt;br /&gt;
Note: the indents are optional, and are provided to improve readibility.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ControlConfigOverride&lt;br /&gt;
&lt;br /&gt;
$Bind: ESCORT_CLEAR&lt;br /&gt;
  $Primary:&lt;br /&gt;
    $Controller: CID_KEYBOARD&lt;br /&gt;
    $Flags: NONE&lt;br /&gt;
    $Input: ALT-SHIFT-KEY_Q&lt;br /&gt;
&lt;br /&gt;
$Bind: TARGET_CLOSEST_SHIP_ATTACKING_TARGET&lt;br /&gt;
  $Primary:&lt;br /&gt;
    $Controller: CID_KEYBOARD&lt;br /&gt;
    $Flags: NONE&lt;br /&gt;
    $Input: ALT-SHIFT-KEY_J&lt;br /&gt;
  $Secondary:&lt;br /&gt;
    $Controller: CID_JOY0&lt;br /&gt;
    $Flags: NONE&lt;br /&gt;
    $Input: 2&lt;br /&gt;
  $Category: SHIP_TAB&lt;br /&gt;
  $Has XStr: 0&lt;br /&gt;
  $TYPE:     CC_TYPE_TRIGGER&lt;br /&gt;
&lt;br /&gt;
$Bind: XFER_LASER&lt;br /&gt;
  $Primary:&lt;br /&gt;
    $Controller: CID_KEYBOARD&lt;br /&gt;
    $FLAGS: NONE&lt;br /&gt;
    $Inpute: KEY_R&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pre-22.0===&lt;br /&gt;
This example is for Pre-22.0 and does the following...&lt;br /&gt;
*Sets Clear Escort List to Alt-Shift-Q&lt;br /&gt;
*Sets Target Target&#039;s Attacker to Ctrl-Alt-Shift-J, moves it to the Ship Tab, denotes it&#039;s type as a trigger and sets it to not have a XString&lt;br /&gt;
*Sets Transfer Energy from Shield to Laser to R&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ControlConfigOverride&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Clear Escort List&lt;br /&gt;
$Key Default:		KEY_Q&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Target Target&#039;s Nearest Attacker&lt;br /&gt;
$Key Default:		KEY_J&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
$Key Mod Ctrl:		1&lt;br /&gt;
$Category:		SHIP_TAB&lt;br /&gt;
$Has XStr:		0&lt;br /&gt;
$TYPE:			CC_TYPE_TRIGGER&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Transfer Energy Shield-&amp;gt;Laser&lt;br /&gt;
$Key Default:		KEY_R&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table of Bindings==&lt;br /&gt;
* This is a table of all possible bindings that can be modified, grouped into smaller tables for easier reference.&lt;br /&gt;
* &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039; column is to be used with &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039; entries, and &#039;&#039;&#039;$Bind:&#039;&#039;&#039; column is to be used with &#039;&#039;&#039;$Bind:&#039;&#039;&#039; entries.&lt;br /&gt;
* These bindings are case-sensitive&lt;br /&gt;
* Controls added after 22.0 might not have a &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039;.  Use the &#039;&#039;&#039;$Bind:&#039;&#039;&#039; identifier instead.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Targeting&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Ship || TARGET_NEXT&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Ship || TARGET_PREV&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Closest Hostile Ship        || TARGET_NEXT_CLOSEST_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Closest Hostile Ship    || TARGET_PREV_CLOSEST_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Targeting                   || TOGGLE_AUTO_TARGETING&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Closest Friendly Ship       || TARGET_NEXT_CLOSEST_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Closest Friendly Ship   || TARGET_PREV_CLOSEST_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| Target Ship in Reticle                  || TARGET_SHIP_IN_RETICLE&lt;br /&gt;
|-&lt;br /&gt;
| Target Targets Nearest Attacker         || TARGET_CLOSEST_SHIP_ATTACKING_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| Target Last Ship to Send Transmission   || TARGET_LAST_TRANMISSION_SENDER&lt;br /&gt;
|-&lt;br /&gt;
| Turn Off Targeting                      || STOP_TARGETING_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Closest Attacking Ship           || TARGET_CLOSEST_SHIP_ATTACKING_SELF&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Escort Ship                 || TARGET_NEXT_ESCORT_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Closest Repair Ship              || TARGET_CLOSEST_REPAIR_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Uninspected Cargo           || TARGET_NEXT_UNINSPECTED_CARGO&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Uninspected Cargo       || TARGET_PREV_UNINSPECTED_CARGO&lt;br /&gt;
|-&lt;br /&gt;
| Target Newest Ship in Area              || TARGET_NEWEST_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Targets Target                   || TARGET_TARGETS_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Hostile Bomb or Bomber      || TARGET_NEXT_BOMB&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Hostile Bomb or Bomber  || TARGET_PREV_BOMB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Targeting Subsystems and Turrets&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Target Subsystem in Reticle      || TARGET_SUBOBJECT_IN_RETICLE&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Subsystem            || TARGET_NEXT_SUBOBJECT&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Subsystem        || TARGET_PREV_SUBOBJECT&lt;br /&gt;
|-&lt;br /&gt;
| Turn Off Targeting of Subsystems || STOP_TARGETING_SUBSYSTEM&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Live Turret          || TARGET_NEXT_LIVE_TURRET&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Live Turret      || TARGET_PREV_LIVE_TURRET&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Weapons&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Fire Primary Weapon                || FIRE_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Fire Secondary Weapon              || FIRE_SECONDARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Forward Primary Weapon       || CYCLE_NEXT_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Backward Primary Weapon      || CYCLE_PREV_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Primary Weapon Firing Rate   || CYCLE_PRIMARY_WEAPON_SEQUENCE&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Secondary Weapon Bank        || CYCLE_SECONDARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Secondary Weapon Firing Rate || CYCLE_NUM_MISSLES&lt;br /&gt;
|-&lt;br /&gt;
| Launch Countermeasure              || LAUNCH_COUNTERMEASURE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Flight Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Forward Thrust     || FORWARD_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Reverse Thrust     || REVERSE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Bank Left          || BANK_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Bank Right         || BANK_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Pitch Forward      || PITCH_FORWARD&lt;br /&gt;
|-&lt;br /&gt;
| Pitch Backward     || PITCH_BACK&lt;br /&gt;
|-&lt;br /&gt;
| Turn Left          || YAW_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Turn Right         || YAW_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Right Thrust       || RIGHT_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Left Thrust        || LEFT_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Up Thrust          || UP_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Down Thrust        || DOWN_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Afterburner        || AFTERBURNER&lt;br /&gt;
|-&lt;br /&gt;
| Glide When Pressed || GLIDE_WHEN_PRESSED&lt;br /&gt;
|-&lt;br /&gt;
| Bank When Pressed  || BANK_WHEN_PRESSED&lt;br /&gt;
|-&lt;br /&gt;
| Match Target Speed || MATCH_TARGET_SPEED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Throttle Control&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Zero        || ZERO_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Max         || MAX_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to One-Third   || ONE_THIRD_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Two-Thirds  || TWO_THIRDS_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Increase Throttle 5 Percent || PLUS_5_PERCENT_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Throttle 5 Percent || MINUS_5_PERCENT_THROTTLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | HUD Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Toggle High HUD Contrast         || TOGGLE_HUD_CONTRAST&lt;br /&gt;
|-&lt;br /&gt;
| Toggle HUD                       || TOGGLE_HUD&lt;br /&gt;
|-&lt;br /&gt;
| Toggle HUD Wireframe Target View || HUD_TARGETBOX_TOGGLE_WIREFRAME&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Radar Range                || RADAR_RANGE_CYCLE&lt;br /&gt;
|-&lt;br /&gt;
| Communications Menu              || SQUADMSG_MENU&lt;br /&gt;
|-&lt;br /&gt;
| Show Objectives                  || SHOW_GOALS&lt;br /&gt;
|-&lt;br /&gt;
| Show Nav Map                     || SHOW_NAVMAP&lt;br /&gt;
|-&lt;br /&gt;
| Add or Remove Escort             || ADD_REMOVE_ESCORT&lt;br /&gt;
|-&lt;br /&gt;
| Clear Escort List                || ESCORT_CLEAR&lt;br /&gt;
|-&lt;br /&gt;
| -                                || TOGGLE_HUD_SHADOWS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Squadmate Messaging&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Attack My Target    || ATTACK_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Disarm My Target    || DISARM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Disable My Target   || DISABLE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Attack My Subsystem || ATTACK_SUBSYSTEM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Capture My Target   || CAPTURE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Engage Enemy        || ENGAGE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Form on My Wing     || FORM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Ignore My Target    || IGNORE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Protect My Target   || PROTECT_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Cover Me            || COVER_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Return to Base      || WARP_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Rearm Me            || REARM_MESSAGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Views&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Chase View                  || VIEW_CHASE&lt;br /&gt;
|-&lt;br /&gt;
| External View               || VIEW_EXTERNAL&lt;br /&gt;
|-&lt;br /&gt;
| Toggle External Camera Lock || VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK&lt;br /&gt;
|-&lt;br /&gt;
| Free Look View              || VIEW_SLEW&lt;br /&gt;
|-&lt;br /&gt;
| Current Target View         || VIEW_OTHER_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Increase View Distance      || VIEW_DIST_INCREASE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease View Distance      || VIEW_DIST_DECREASE&lt;br /&gt;
|-&lt;br /&gt;
| Center View                 || VIEW_CENTER&lt;br /&gt;
|-&lt;br /&gt;
| View Up                     || PADLOCK_UP&lt;br /&gt;
|-&lt;br /&gt;
| View Rear                   || PADLOCK_DOWN&lt;br /&gt;
|-&lt;br /&gt;
| View Left                   || PADLOCK_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| View Right                  || PADLOCK_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Top-Down View               || VIEW_TOPDOWN&lt;br /&gt;
|-&lt;br /&gt;
| Target Padlock View         || VIEW_TRACK_TARGET&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | ETS and Shields&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Increase Weapon Energy        || INCREASE_WEAPON&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Weapon Energy        || DECREASE_WEAPON&lt;br /&gt;
|-&lt;br /&gt;
| Increase Shield Energy        || INCREASE_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Shield Energy        || DECREASE_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Increase Engine Energy        || INCREASE_ENGINE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Engine Energy        || DECREASE_ENGINE&lt;br /&gt;
|-&lt;br /&gt;
| Equalize Energy Settings      || ETS_EQUALIZE&lt;br /&gt;
|-&lt;br /&gt;
| Equalize Shields              || SHIELD_EQUALIZE&lt;br /&gt;
|-&lt;br /&gt;
| Augment Forward Shield        || SHIELD_XFER_TOP&lt;br /&gt;
|-&lt;br /&gt;
| Augment Rear Shield           || SHIELD_XFER_BOTTOM&lt;br /&gt;
|-&lt;br /&gt;
| Augment Left Shield           || SHIELD_XFER_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Augment Right Shield          || SHIELD_XFER_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Transfer Energy Laser-&amp;gt;Shield || XFER_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
| Transfer Energy Shield-&amp;gt;Laser || XFER_LASER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Misc&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Enter Subspace (End Mission) || END_MISSION&lt;br /&gt;
|-&lt;br /&gt;
| Increase Time Compression    || TIME_SPEED_UP&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Time Compression    || TIME_SLOW_DOWN&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Pilot            || AUTO_PILOT_TOGGLE&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Nav Points             || NAV_CYCLE&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Gliding               || TOGGLE_GLIDING&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Speed Matching   || TOGGLE_AUTO_MATCH_TARGET_SPEED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Multiplayer Only&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message All             || MULTI_MESSAGE_ALL&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Friendly        || MULTI_MESSAGE_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Hostile         || MULTI_MESSAGE_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Target          || MULTI_MESSAGE_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Observer Zoom To Target || MULTI_OBSERVER_ZOOM_TO&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Toggle Network info     || MULTI_TOGGLE_NETINFO&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Self Destruct           || MULTI_SELF_DESTRUCT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Custom Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 1 || CUSTOM_CONTROL_1&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 2 || CUSTOM_CONTROL_2&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 3 || CUSTOM_CONTROL_3&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 4 || CUSTOM_CONTROL_4&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 5 || CUSTOM_CONTROL_5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Analog Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_HEADING_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_PITCH_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_BANK_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_ABS_THROTTLE_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_REL_THROTTLE_AXIS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Custom Controls===&lt;br /&gt;
{{Table382|&lt;br /&gt;
* &#039;Custom Control 1&#039;&lt;br /&gt;
* &#039;Custom Control 2&#039;&lt;br /&gt;
* &#039;Custom Control 3&#039;&lt;br /&gt;
* &#039;Custom Control 4&#039;&lt;br /&gt;
* &#039;Custom Control 5&#039;&lt;br /&gt;
&lt;br /&gt;
These are empty controls for modders and/or scripters to use.&lt;br /&gt;
&lt;br /&gt;
Disabled by default&lt;br /&gt;
&lt;br /&gt;
Default XSTR index is 0 (thus, they do not have an entry in [[strings.tbl]])&lt;br /&gt;
&lt;br /&gt;
The default key bindings are Shift-Alt (1-5) for Custom Control 1-5, respectively.&lt;br /&gt;
&lt;br /&gt;
To use these, create a new entry in a [[#ControlConfigOverride]] block and with the respective name. You should specify a label in [[strings.tbl]], otherwise they&#039;ll show up as &amp;quot;Custom Control&amp;quot; in the control config menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* $Bind Name: Custom Control 1&lt;br /&gt;
* $Has XStr: 1570&lt;br /&gt;
* $Disable: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Allowed Keys==&lt;br /&gt;
*Not all keys are checked by FSO for key bindings, so some of these may not work.&lt;br /&gt;
*List coppied from controlsconfigcommon.cpp and edited to make readable.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*List of keys&lt;br /&gt;
:&#039;KEY_0&#039;&lt;br /&gt;
:&#039;KEY_1&#039;&lt;br /&gt;
:&#039;KEY_2&#039;&lt;br /&gt;
:&#039;KEY_3&#039;&lt;br /&gt;
:&#039;KEY_4&#039;&lt;br /&gt;
:&#039;KEY_5&#039;&lt;br /&gt;
:&#039;KEY_6&#039;&lt;br /&gt;
:&#039;KEY_7&#039;&lt;br /&gt;
:&#039;KEY_8&#039;&lt;br /&gt;
:&#039;KEY_9&#039;&lt;br /&gt;
:&#039;KEY_A&#039;&lt;br /&gt;
:&#039;KEY_B&#039;&lt;br /&gt;
:&#039;KEY_C&#039;&lt;br /&gt;
:&#039;KEY_D&#039;&lt;br /&gt;
:&#039;KEY_E&#039;&lt;br /&gt;
:&#039;KEY_F&#039;&lt;br /&gt;
:&#039;KEY_G&#039;&lt;br /&gt;
:&#039;KEY_H&#039;&lt;br /&gt;
:&#039;KEY_I&#039;&lt;br /&gt;
:&#039;KEY_J&#039;&lt;br /&gt;
:&#039;KEY_K&#039;&lt;br /&gt;
:&#039;KEY_L&#039;&lt;br /&gt;
:&#039;KEY_M&#039;&lt;br /&gt;
:&#039;KEY_N&#039;&lt;br /&gt;
:&#039;KEY_O&#039;&lt;br /&gt;
:&#039;KEY_P&#039;&lt;br /&gt;
:&#039;KEY_Q&#039;&lt;br /&gt;
:&#039;KEY_R&#039;&lt;br /&gt;
:&#039;KEY_S&#039;&lt;br /&gt;
:&#039;KEY_T&#039;&lt;br /&gt;
:&#039;KEY_U&#039;&lt;br /&gt;
:&#039;KEY_V&#039;&lt;br /&gt;
:&#039;KEY_W&#039;&lt;br /&gt;
:&#039;KEY_X&#039;&lt;br /&gt;
:&#039;KEY_Y&#039;&lt;br /&gt;
:&#039;KEY_Z&#039;&lt;br /&gt;
:&#039;KEY_MINUS&#039;&lt;br /&gt;
:&#039;KEY_EQUAL&#039;&lt;br /&gt;
:&#039;KEY_DIVIDE&#039;&lt;br /&gt;
:&#039;KEY_SLASH&#039;&lt;br /&gt;
:&#039;KEY_SLASH_UK&#039;&lt;br /&gt;
:&#039;KEY_COMMA&#039;&lt;br /&gt;
:&#039;KEY_PERIOD&#039;&lt;br /&gt;
:&#039;KEY_SEMICOL&#039;&lt;br /&gt;
:&#039;KEY_LBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_LAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_ESC&#039;&lt;br /&gt;
:&#039;KEY_ENTER&#039;&lt;br /&gt;
:&#039;KEY_BACKSP&#039;&lt;br /&gt;
:&#039;KEY_TAB&#039;&lt;br /&gt;
:&#039;KEY_SPACEBAR&#039;&lt;br /&gt;
:&#039;KEY_NUMLOCK&#039;&lt;br /&gt;
:&#039;KEY_SCROLLOCK&#039;&lt;br /&gt;
:&#039;KEY_CAPSLOCK&#039;&lt;br /&gt;
:&#039;KEY_LSHIFT&#039;&lt;br /&gt;
:&#039;KEY_RSHIFT&#039;&lt;br /&gt;
:&#039;KEY_LALT&#039;&lt;br /&gt;
:&#039;KEY_RALT&#039;&lt;br /&gt;
:&#039;KEY_LCTRL&#039;&lt;br /&gt;
:&#039;KEY_RCTRL&#039;&lt;br /&gt;
:&#039;KEY_F1&#039;&lt;br /&gt;
:&#039;KEY_F2&#039;&lt;br /&gt;
:&#039;KEY_F3&#039;&lt;br /&gt;
:&#039;KEY_F4&#039;&lt;br /&gt;
:&#039;KEY_F5&#039;&lt;br /&gt;
:&#039;KEY_F6&#039;&lt;br /&gt;
:&#039;KEY_F7&#039;&lt;br /&gt;
:&#039;KEY_F8&#039;&lt;br /&gt;
:&#039;KEY_F9&#039;&lt;br /&gt;
:&#039;KEY_F10&#039;&lt;br /&gt;
:&#039;KEY_F11&#039;&lt;br /&gt;
:&#039;KEY_F12&#039;&lt;br /&gt;
:&#039;KEY_PAD0&#039;&lt;br /&gt;
:&#039;KEY_PAD1&#039;&lt;br /&gt;
:&#039;KEY_PAD2&#039;&lt;br /&gt;
:&#039;KEY_PAD3&#039;&lt;br /&gt;
:&#039;KEY_PAD4&#039;&lt;br /&gt;
:&#039;KEY_PAD5&#039;&lt;br /&gt;
:&#039;KEY_PAD6&#039;&lt;br /&gt;
:&#039;KEY_PAD7&#039;&lt;br /&gt;
:&#039;KEY_PAD8&#039;&lt;br /&gt;
:&#039;KEY_PAD9&#039;&lt;br /&gt;
:&#039;KEY_PADMINUS&#039;&lt;br /&gt;
:&#039;KEY_PADPLUS&#039;&lt;br /&gt;
:&#039;KEY_PADPERIOD&#039;&lt;br /&gt;
:&#039;KEY_PADDIVIDE&#039;&lt;br /&gt;
:&#039;KEY_PADMULTIPLY&#039;&lt;br /&gt;
:&#039;KEY_PADENTER&#039;&lt;br /&gt;
:&#039;KEY_INSERT&#039;&lt;br /&gt;
:&#039;KEY_HOME&#039;&lt;br /&gt;
:&#039;KEY_PAGEUP&#039;&lt;br /&gt;
:&#039;KEY_DELETE&#039;&lt;br /&gt;
:&#039;KEY_END&#039;&lt;br /&gt;
:&#039;KEY_PAGEDOWN&#039;&lt;br /&gt;
:&#039;KEY_UP&#039;&lt;br /&gt;
:&#039;KEY_DOWN&#039;&lt;br /&gt;
:&#039;KEY_LEFT&#039;&lt;br /&gt;
:&#039;KEY_RIGHT&#039;&lt;br /&gt;
:&#039;KEY_PRINT_SCRN&#039;&lt;br /&gt;
:&#039;KEY_PAUSE&#039;&lt;br /&gt;
:&#039;KEY_BREAK&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=64011</id>
		<title>Controlconfigdefaults.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=64011"/>
		<updated>2022-10-12T15:17:45Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* Post-22.0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit| 2021-02-13 UTC | db2bd97669c949e7d68baa9560192b7d3ad96563}}&lt;br /&gt;
&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;controlconfigdefaults.tbl&#039;&#039;&#039; can be used to modify the default key bindings in FSO.&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigOverride==&lt;br /&gt;
* Starts an Override section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigOverride&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* Only entries that you want to change are required, the rest will use the default binding&lt;br /&gt;
* Entries not listed will be assigned to their default/hardcoded values.&lt;br /&gt;
{{Table371|&lt;br /&gt;
* Multiple #ControlConfigOverride...#End blocks can be provided.&lt;br /&gt;
** Each block defines a separate control config preset&lt;br /&gt;
** The &amp;quot;Defaults&amp;quot; button in the control config screen may be used to reset to the selected preset, then cycle through to the next preset.&lt;br /&gt;
** The first given block is used as the &amp;quot;global&amp;quot; defaults, and is used when working with the key-pressed SEXP and LUA scripts.&lt;br /&gt;
** Note: It&#039;s a good idea to also use [[Strings.tbl]] to change the &amp;quot;Defaults&amp;quot; text on the button to for example &amp;quot;Cycle\nPresets&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigPreset==&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Starts a Preset section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigPreset&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* All keybinds you wish to have bound must be specified, any unspecified keys will be unbound.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
* The name of this control config preset, displayed at the top left corner of the control config screen when selected through the &amp;quot;Defaults&amp;quot; button.&lt;br /&gt;
* If not provided, the first [[#ControlConfigOverride]] block will override the hardcoded defaults, all subsequent blocks will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&lt;br /&gt;
* If not provided, the [[#ControlConfigPreset]] block will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Bind Name:===&lt;br /&gt;
*Name of the bind or action to modify the default key of.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Table of Bindings|Table of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
As of FSO 22.0, &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039; is deprecated in favor of &#039;&#039;&#039;$Bind:&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Key Default:====&lt;br /&gt;
*Key to set as default&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]&lt;br /&gt;
{{Table372|&lt;br /&gt;
*May be unbound by specifying &#039;&#039;&#039;NONE&#039;&#039;&#039; instead of a key}}&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Joy Default:====&lt;br /&gt;
*Joystick button to set as default&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Shift:====&lt;br /&gt;
*Sets the key to require the Shift key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Alt:====&lt;br /&gt;
&lt;br /&gt;
*Sets the key to require the Alt key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Ctrl:====&lt;br /&gt;
* Sets the key to require the Ctrl key&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Bind:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The IoActionID of the action to bind to.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Table of Bindings|Table of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Primary:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes the following binding is a Primary binding of the control&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: (No arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$Controller:=====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes which controller this binding is for&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, any of the following:&lt;br /&gt;
**&#039;&#039;&#039;CID_NONE&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_KEYBOARD&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_MOUSE&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY0&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY1&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY2&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY3&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$Flags:=====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes a number of flags for button behavior&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, any of the following:&lt;br /&gt;
}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;AXIS_BTN&#039;&#039;&#039; || An axis that&#039;s treated as a digital control should it be deflected past a certain threshold (Note: WIP)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RELATIVE&#039;&#039;&#039;  || A relative axis which increases or decreases the control&#039;s value instead of directly setting its value. (Example: Relative Throttle)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INVERTED&#039;&#039;&#039;  || An axis who&#039;s input is inverted&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;AXIS&#039;&#039;&#039; || Input is an axis&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HAT&#039;&#039;&#039;  || Input is a POV HAT switch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BALL&#039;&#039;&#039; || Input is a trackball&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NONE&#039;&#039;&#039; || Input is assumed to be a standard button or key&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====$Input:=====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Which button, key, or axis is bound&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;string&#039;&#039;&#039;, any of the following:&lt;br /&gt;
&lt;br /&gt;
Joystick axes:&lt;br /&gt;
*&#039;&#039;&#039;X_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Y_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Z_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RX_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RY_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RZ_AXIS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Joystick Buttons:&lt;br /&gt;
*Buttons are simply the button number, such as &amp;quot;1&amp;quot; for button 1.&lt;br /&gt;
&lt;br /&gt;
Mouse Buttons:&lt;br /&gt;
*&#039;&#039;&#039;LEFT_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RIGHT_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;MIDDLE_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;X1_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;X2_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_UP&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_DOWN&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_LEFT&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_RIGHT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keyboard Keys:&lt;br /&gt;
[[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]&lt;br /&gt;
*Key modifiers &#039;&#039;&#039;ALT-&#039;&#039;&#039; and &#039;&#039;&#039;SHIFT-&#039;&#039;&#039; can be prepended to the Key ID.&lt;br /&gt;
**Example: &#039;&#039;&#039;ALT-J&#039;&#039;&#039;, &#039;&#039;&#039;SHIFT-KEY_Q&#039;&#039;&#039;, &#039;&#039;&#039;ALT-SHIFT-KEY_1&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Secondary:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes the following binding is a Secondary binding of the control&lt;br /&gt;
*Has the same suboptions as [[Controlconfigdefaults.tbl#$Primary:|$Primary]]&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: (No Arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Category:===&lt;br /&gt;
* Tab where the binding appears in the options menu.&lt;br /&gt;
* Valid entries:	TARGET_TAB, SHIP_TAB, WEAPON_TAB, COMPUTER_TAB&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Text:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
* The label of the control to use in the controls config menu.&lt;br /&gt;
* Is overridden by XSTR, if provided&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; This is meant to be a lazy temporary substitution to modifying [[strings.tbl]].  Your released mod should nstill provide its own strings.tbl.&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Has XStr:===&lt;br /&gt;
* Whether or not the binding has an entry in [[strings.tbl]]&lt;br /&gt;
** If &#039;&#039;&#039;0&#039;&#039;&#039;, assumes no XSTR is provided&lt;br /&gt;
** If &#039;&#039;&#039;1&#039;&#039;&#039;, assumes an XSTR is provided alongside the other ControlConfig strings according to its internal, hardcoded index&lt;br /&gt;
{{Table382|&lt;br /&gt;
** If any nonzero integer &amp;gt;1, is the exact XSTR index within [[strings.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Type:===&lt;br /&gt;
*Determines the type of control this is.&lt;br /&gt;
&lt;br /&gt;
*Valid entries:&lt;br /&gt;
**CC_TYPE_TRIGGER&lt;br /&gt;
***Normal control that activates upon the first press. Resetting devices (such as weapons) will keep firing as long as the key/button is held down.&lt;br /&gt;
**CC_TYPE_CONTINUOUS&lt;br /&gt;
***Control that activates when the key/button is held down, and stays activated until the key/button is released. Ex: Afterburner key.&lt;br /&gt;
*Optional&lt;br /&gt;
*Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
*Syntax &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Disable:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines whether the binding can be used and appears in the options menu. Can be used to hide bindings which are not needed, or to enable bindings which are hidden by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Disable===&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Disables the control&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: (No arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
* All [[#ControlConfigOverride]] and [[#ControlConfigPreset]] sections must be terminated by #End&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
===Post-22.0===&lt;br /&gt;
{{Table220|&lt;br /&gt;
This example is for Post-22.0 and does the following...&lt;br /&gt;
*Sets Clear Escort List to Alt-Shift-Q&lt;br /&gt;
*Sets Target Target&#039;s Attacker to Alt-Shift-J and Button 2 on Joystick 0, moves it to the Ship Tab, denotes it&#039;s type as a trigger and sets it to not have a XString&lt;br /&gt;
*Sets Transfer Energy from Shield to Laser to R&lt;br /&gt;
&lt;br /&gt;
Note that for compatibility, FSO builds 22.0 and later can still read Pre-22.0 format.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ControlConfigOverride&lt;br /&gt;
&lt;br /&gt;
$Bind: ESCORT_CLEAR&lt;br /&gt;
  $Primary:&lt;br /&gt;
    $Controller: CID_KEYBOARD&lt;br /&gt;
    $Flags: NONE&lt;br /&gt;
    $Input: ALT-SHIFT-KEY_Q&lt;br /&gt;
&lt;br /&gt;
$Bind: TARGET_CLOSEST_SHIP_ATTACKING_TARGET&lt;br /&gt;
  $Primary:&lt;br /&gt;
    $Controller: CID_KEYBOARD&lt;br /&gt;
    $Flags: NONE&lt;br /&gt;
    $Input: ALT-SHIFT-KEY_J&lt;br /&gt;
  $Secondary:&lt;br /&gt;
    $Controller: CID_JOY0&lt;br /&gt;
    $Flags: NONE&lt;br /&gt;
    $Input: 2&lt;br /&gt;
  $Category: SHIP_TAB&lt;br /&gt;
  $Has XStr: 0&lt;br /&gt;
  $TYPE:     CC_TYPE_TRIGGER&lt;br /&gt;
&lt;br /&gt;
$Bind: XFER_LASER&lt;br /&gt;
  $Primary:&lt;br /&gt;
    $Controller: CID_KEYBOARD&lt;br /&gt;
    $FLAGS: NONE&lt;br /&gt;
    $Inpute: KEY_R&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pre-22.0===&lt;br /&gt;
This example is for Pre-22.0 and does the following...&lt;br /&gt;
*Sets Clear Escort List to Alt-Shift-Q&lt;br /&gt;
*Sets Target Target&#039;s Attacker to Ctrl-Alt-Shift-J, moves it to the Ship Tab, denotes it&#039;s type as a trigger and sets it to not have a XString&lt;br /&gt;
*Sets Transfer Energy from Shield to Laser to R&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ControlConfigOverride&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Clear Escort List&lt;br /&gt;
$Key Default:		KEY_Q&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Target Target&#039;s Nearest Attacker&lt;br /&gt;
$Key Default:		KEY_J&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
$Key Mod Ctrl:		1&lt;br /&gt;
$Category:		SHIP_TAB&lt;br /&gt;
$Has XStr:		0&lt;br /&gt;
$TYPE:			CC_TYPE_TRIGGER&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Transfer Energy Shield-&amp;gt;Laser&lt;br /&gt;
$Key Default:		KEY_R&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table of Bindings==&lt;br /&gt;
* This is a table of all possible bindings that can be modified, grouped into smaller tables for easier reference.&lt;br /&gt;
* &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039; column is to be used with &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039; entries, and &#039;&#039;&#039;$Bind:&#039;&#039;&#039; column is to be used with &#039;&#039;&#039;$Bind:&#039;&#039;&#039; entries.&lt;br /&gt;
* These bindings are case-sensitive&lt;br /&gt;
* Controls added after 22.0 might not have a &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039;.  Use the &#039;&#039;&#039;$Bind:&#039;&#039;&#039; identifier instead.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Targeting&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Ship || TARGET_NEXT&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Ship || TARGET_PREV&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Closest Hostile Ship        || TARGET_NEXT_CLOSEST_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Closest Hostile Ship    || TARGET_PREV_CLOSEST_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Targeting                   || TOGGLE_AUTO_TARGETING&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Closest Friendly Ship       || TARGET_NEXT_CLOSEST_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Closest Friendly Ship   || TARGET_PREV_CLOSEST_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| Target Ship in Reticle                  || TARGET_SHIP_IN_RETICLE&lt;br /&gt;
|-&lt;br /&gt;
| Target Targets Nearest Attacker         || TARGET_CLOSEST_SHIP_ATTACKING_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| Target Last Ship to Send Transmission   || TARGET_LAST_TRANMISSION_SENDER&lt;br /&gt;
|-&lt;br /&gt;
| Turn Off Targeting                      || STOP_TARGETING_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Closest Attacking Ship           || TARGET_CLOSEST_SHIP_ATTACKING_SELF&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Escort Ship                 || TARGET_NEXT_ESCORT_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Closest Repair Ship              || TARGET_CLOSEST_REPAIR_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Uninspected Cargo           || TARGET_NEXT_UNINSPECTED_CARGO&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Uninspected Cargo       || TARGET_PREV_UNINSPECTED_CARGO&lt;br /&gt;
|-&lt;br /&gt;
| Target Newest Ship in Area              || TARGET_NEWEST_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Targets Target                   || TARGET_TARGETS_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Hostile Bomb or Bomber      || TARGET_NEXT_BOMB&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Hostile Bomb or Bomber  || TARGET_PREV_BOMB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Targeting Subsystems and Turrets&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Target Subsystem in Reticle      || TARGET_SUBOBJECT_IN_RETICLE&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Subsystem            || TARGET_NEXT_SUBOBJECT&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Subsystem        || TARGET_PREV_SUBOBJECT&lt;br /&gt;
|-&lt;br /&gt;
| Turn Off Targeting of Subsystems || STOP_TARGETING_SUBSYSTEM&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Live Turret          || TARGET_NEXT_LIVE_TURRET&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Live Turret      || TARGET_PREV_LIVE_TURRET&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Weapons&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Fire Primary Weapon                || FIRE_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Fire Secondary Weapon              || FIRE_SECONDARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Forward Primary Weapon       || CYCLE_NEXT_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Backward Primary Weapon      || CYCLE_PREV_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Primary Weapon Firing Rate   || CYCLE_PRIMARY_WEAPON_SEQUENCE&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Secondary Weapon Bank        || CYCLE_SECONDARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Secondary Weapon Firing Rate || CYCLE_NUM_MISSLES&lt;br /&gt;
|-&lt;br /&gt;
| Launch Countermeasure              || LAUNCH_COUNTERMEASURE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Flight Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Forward Thrust     || FORWARD_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Reverse Thrust     || REVERSE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Bank Left          || BANK_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Bank Right         || BANK_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Pitch Forward      || PITCH_FORWARD&lt;br /&gt;
|-&lt;br /&gt;
| Pitch Backward     || PITCH_BACK&lt;br /&gt;
|-&lt;br /&gt;
| Turn Left          || YAW_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Turn Right         || YAW_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Right Thrust       || RIGHT_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Left Thrust        || LEFT_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Up Thrust          || UP_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Down Thrust        || DOWN_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Afterburner        || AFTERBURNER&lt;br /&gt;
|-&lt;br /&gt;
| Glide When Pressed || GLIDE_WHEN_PRESSED&lt;br /&gt;
|-&lt;br /&gt;
| Bank When Pressed  || BANK_WHEN_PRESSED&lt;br /&gt;
|-&lt;br /&gt;
| Match Target Speed || MATCH_TARGET_SPEED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Throttle Control&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Zero        || ZERO_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Max         || MAX_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to One-Third   || ONE_THIRD_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Two-Thirds  || TWO_THIRDS_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Increase Throttle 5 Percent || PLUS_5_PERCENT_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Throttle 5 Percent || MINUS_5_PERCENT_THROTTLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | HUD Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Toggle High HUD Contrast         || TOGGLE_HUD_CONTRAST&lt;br /&gt;
|-&lt;br /&gt;
| Toggle HUD                       || TOGGLE_HUD&lt;br /&gt;
|-&lt;br /&gt;
| Toggle HUD Wireframe Target View || HUD_TARGETBOX_TOGGLE_WIREFRAME&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Radar Range                || RADAR_RANGE_CYCLE&lt;br /&gt;
|-&lt;br /&gt;
| Communications Menu              || SQUADMSG_MENU&lt;br /&gt;
|-&lt;br /&gt;
| Show Objectives                  || SHOW_GOALS&lt;br /&gt;
|-&lt;br /&gt;
| Show Nav Map                     || SHOW_NAVMAP&lt;br /&gt;
|-&lt;br /&gt;
| Add or Remove Escort             || ADD_REMOVE_ESCORT&lt;br /&gt;
|-&lt;br /&gt;
| Clear Escort List                || ESCORT_CLEAR&lt;br /&gt;
|-&lt;br /&gt;
| -                                || TOGGLE_HUD_SHADOWS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Squadmate Messaging&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Attack My Target    || ATTACK_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Disarm My Target    || DISARM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Disable My Target   || DISABLE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Attack My Subsystem || ATTACK_SUBSYSTEM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Capture My Target   || CAPTURE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Engage Enemy        || ENGAGE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Form on My Wing     || FORM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Ignore My Target    || IGNORE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Protect My Target   || PROTECT_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Cover Me            || COVER_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Return to Base      || WARP_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Rearm Me            || REARM_MESSAGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Views&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Chase View                  || VIEW_CHASE&lt;br /&gt;
|-&lt;br /&gt;
| External View               || VIEW_EXTERNAL&lt;br /&gt;
|-&lt;br /&gt;
| Toggle External Camera Lock || VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK&lt;br /&gt;
|-&lt;br /&gt;
| Free Look View              || VIEW_SLEW&lt;br /&gt;
|-&lt;br /&gt;
| Current Target View         || VIEW_OTHER_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Increase View Distance      || VIEW_DIST_INCREASE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease View Distance      || VIEW_DIST_DECREASE&lt;br /&gt;
|-&lt;br /&gt;
| Center View                 || VIEW_CENTER&lt;br /&gt;
|-&lt;br /&gt;
| View Up                     || PADLOCK_UP&lt;br /&gt;
|-&lt;br /&gt;
| View Rear                   || PADLOCK_DOWN&lt;br /&gt;
|-&lt;br /&gt;
| View Left                   || PADLOCK_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| View Right                  || PADLOCK_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Top-Down View               || VIEW_TOPDOWN&lt;br /&gt;
|-&lt;br /&gt;
| Target Padlock View         || VIEW_TRACK_TARGET&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | ETS and Shields&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Increase Weapon Energy        || INCREASE_WEAPON&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Weapon Energy        || DECREASE_WEAPON&lt;br /&gt;
|-&lt;br /&gt;
| Increase Shield Energy        || INCREASE_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Shield Energy        || DECREASE_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Increase Engine Energy        || INCREASE_ENGINE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Engine Energy        || DECREASE_ENGINE&lt;br /&gt;
|-&lt;br /&gt;
| Equalize Energy Settings      || ETS_EQUALIZE&lt;br /&gt;
|-&lt;br /&gt;
| Equalize Shields              || SHIELD_EQUALIZE&lt;br /&gt;
|-&lt;br /&gt;
| Augment Forward Shield        || SHIELD_XFER_TOP&lt;br /&gt;
|-&lt;br /&gt;
| Augment Rear Shield           || SHIELD_XFER_BOTTOM&lt;br /&gt;
|-&lt;br /&gt;
| Augment Left Shield           || SHIELD_XFER_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Augment Right Shield          || SHIELD_XFER_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Transfer Energy Laser-&amp;gt;Shield || XFER_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
| Transfer Energy Shield-&amp;gt;Laser || XFER_LASER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Misc&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Enter Subspace (End Mission) || END_MISSION&lt;br /&gt;
|-&lt;br /&gt;
| Increase Time Compression    || TIME_SPEED_UP&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Time Compression    || TIME_SLOW_DOWN&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Pilot            || AUTO_PILOT_TOGGLE&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Nav Points             || NAV_CYCLE&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Gliding               || TOGGLE_GLIDING&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Speed Matching   || TOGGLE_AUTO_MATCH_TARGET_SPEED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Multiplayer Only&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message All             || MULTI_MESSAGE_ALL&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Friendly        || MULTI_MESSAGE_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Hostile         || MULTI_MESSAGE_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Target          || MULTI_MESSAGE_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Observer Zoom To Target || MULTI_OBSERVER_ZOOM_TO&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Toggle Network info     || MULTI_TOGGLE_NETINFO&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Self Destruct           || MULTI_SELF_DESTRUCT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Custom Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 1 || CUSTOM_CONTROL_1&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 2 || CUSTOM_CONTROL_2&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 3 || CUSTOM_CONTROL_3&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 4 || CUSTOM_CONTROL_4&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 5 || CUSTOM_CONTROL_5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Analog Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_HEADING_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_PITCH_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_BANK_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_ABS_THROTTLE_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_REL_THROTTLE_AXIS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Custom Controls===&lt;br /&gt;
{{Table382|&lt;br /&gt;
* &#039;Custom Control 1&#039;&lt;br /&gt;
* &#039;Custom Control 2&#039;&lt;br /&gt;
* &#039;Custom Control 3&#039;&lt;br /&gt;
* &#039;Custom Control 4&#039;&lt;br /&gt;
* &#039;Custom Control 5&#039;&lt;br /&gt;
&lt;br /&gt;
These are empty controls for modders and/or scripters to use.&lt;br /&gt;
&lt;br /&gt;
Disabled by default&lt;br /&gt;
&lt;br /&gt;
Default XSTR index is 0 (thus, they do not have an entry in [[strings.tbl]])&lt;br /&gt;
&lt;br /&gt;
The default key bindings are Shift-Alt (1-5) for Custom Control 1-5, respectively.&lt;br /&gt;
&lt;br /&gt;
To use these, create a new entry in a [[#ControlConfigOverride]] block and with the respective name. You should specify a label in [[strings.tbl]], otherwise they&#039;ll show up as &amp;quot;Custom Control&amp;quot; in the control config menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* $Bind Name: Custom Control 1&lt;br /&gt;
* $Has XStr: 1570&lt;br /&gt;
* $Disable: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Allowed Keys==&lt;br /&gt;
*Not all keys are checked by FSO for key bindings, so some of these may not work.&lt;br /&gt;
*List coppied from controlsconfigcommon.cpp and edited to make readable.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*List of keys&lt;br /&gt;
:&#039;KEY_0&#039;&lt;br /&gt;
:&#039;KEY_1&#039;&lt;br /&gt;
:&#039;KEY_2&#039;&lt;br /&gt;
:&#039;KEY_3&#039;&lt;br /&gt;
:&#039;KEY_4&#039;&lt;br /&gt;
:&#039;KEY_5&#039;&lt;br /&gt;
:&#039;KEY_6&#039;&lt;br /&gt;
:&#039;KEY_7&#039;&lt;br /&gt;
:&#039;KEY_8&#039;&lt;br /&gt;
:&#039;KEY_9&#039;&lt;br /&gt;
:&#039;KEY_A&#039;&lt;br /&gt;
:&#039;KEY_B&#039;&lt;br /&gt;
:&#039;KEY_C&#039;&lt;br /&gt;
:&#039;KEY_D&#039;&lt;br /&gt;
:&#039;KEY_E&#039;&lt;br /&gt;
:&#039;KEY_F&#039;&lt;br /&gt;
:&#039;KEY_G&#039;&lt;br /&gt;
:&#039;KEY_H&#039;&lt;br /&gt;
:&#039;KEY_I&#039;&lt;br /&gt;
:&#039;KEY_J&#039;&lt;br /&gt;
:&#039;KEY_K&#039;&lt;br /&gt;
:&#039;KEY_L&#039;&lt;br /&gt;
:&#039;KEY_M&#039;&lt;br /&gt;
:&#039;KEY_N&#039;&lt;br /&gt;
:&#039;KEY_O&#039;&lt;br /&gt;
:&#039;KEY_P&#039;&lt;br /&gt;
:&#039;KEY_Q&#039;&lt;br /&gt;
:&#039;KEY_R&#039;&lt;br /&gt;
:&#039;KEY_S&#039;&lt;br /&gt;
:&#039;KEY_T&#039;&lt;br /&gt;
:&#039;KEY_U&#039;&lt;br /&gt;
:&#039;KEY_V&#039;&lt;br /&gt;
:&#039;KEY_W&#039;&lt;br /&gt;
:&#039;KEY_X&#039;&lt;br /&gt;
:&#039;KEY_Y&#039;&lt;br /&gt;
:&#039;KEY_Z&#039;&lt;br /&gt;
:&#039;KEY_MINUS&#039;&lt;br /&gt;
:&#039;KEY_EQUAL&#039;&lt;br /&gt;
:&#039;KEY_DIVIDE&#039;&lt;br /&gt;
:&#039;KEY_SLASH&#039;&lt;br /&gt;
:&#039;KEY_SLASH_UK&#039;&lt;br /&gt;
:&#039;KEY_COMMA&#039;&lt;br /&gt;
:&#039;KEY_PERIOD&#039;&lt;br /&gt;
:&#039;KEY_SEMICOL&#039;&lt;br /&gt;
:&#039;KEY_LBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_LAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_ESC&#039;&lt;br /&gt;
:&#039;KEY_ENTER&#039;&lt;br /&gt;
:&#039;KEY_BACKSP&#039;&lt;br /&gt;
:&#039;KEY_TAB&#039;&lt;br /&gt;
:&#039;KEY_SPACEBAR&#039;&lt;br /&gt;
:&#039;KEY_NUMLOCK&#039;&lt;br /&gt;
:&#039;KEY_SCROLLOCK&#039;&lt;br /&gt;
:&#039;KEY_CAPSLOCK&#039;&lt;br /&gt;
:&#039;KEY_LSHIFT&#039;&lt;br /&gt;
:&#039;KEY_RSHIFT&#039;&lt;br /&gt;
:&#039;KEY_LALT&#039;&lt;br /&gt;
:&#039;KEY_RALT&#039;&lt;br /&gt;
:&#039;KEY_LCTRL&#039;&lt;br /&gt;
:&#039;KEY_RCTRL&#039;&lt;br /&gt;
:&#039;KEY_F1&#039;&lt;br /&gt;
:&#039;KEY_F2&#039;&lt;br /&gt;
:&#039;KEY_F3&#039;&lt;br /&gt;
:&#039;KEY_F4&#039;&lt;br /&gt;
:&#039;KEY_F5&#039;&lt;br /&gt;
:&#039;KEY_F6&#039;&lt;br /&gt;
:&#039;KEY_F7&#039;&lt;br /&gt;
:&#039;KEY_F8&#039;&lt;br /&gt;
:&#039;KEY_F9&#039;&lt;br /&gt;
:&#039;KEY_F10&#039;&lt;br /&gt;
:&#039;KEY_F11&#039;&lt;br /&gt;
:&#039;KEY_F12&#039;&lt;br /&gt;
:&#039;KEY_PAD0&#039;&lt;br /&gt;
:&#039;KEY_PAD1&#039;&lt;br /&gt;
:&#039;KEY_PAD2&#039;&lt;br /&gt;
:&#039;KEY_PAD3&#039;&lt;br /&gt;
:&#039;KEY_PAD4&#039;&lt;br /&gt;
:&#039;KEY_PAD5&#039;&lt;br /&gt;
:&#039;KEY_PAD6&#039;&lt;br /&gt;
:&#039;KEY_PAD7&#039;&lt;br /&gt;
:&#039;KEY_PAD8&#039;&lt;br /&gt;
:&#039;KEY_PAD9&#039;&lt;br /&gt;
:&#039;KEY_PADMINUS&#039;&lt;br /&gt;
:&#039;KEY_PADPLUS&#039;&lt;br /&gt;
:&#039;KEY_PADPERIOD&#039;&lt;br /&gt;
:&#039;KEY_PADDIVIDE&#039;&lt;br /&gt;
:&#039;KEY_PADMULTIPLY&#039;&lt;br /&gt;
:&#039;KEY_PADENTER&#039;&lt;br /&gt;
:&#039;KEY_INSERT&#039;&lt;br /&gt;
:&#039;KEY_HOME&#039;&lt;br /&gt;
:&#039;KEY_PAGEUP&#039;&lt;br /&gt;
:&#039;KEY_DELETE&#039;&lt;br /&gt;
:&#039;KEY_END&#039;&lt;br /&gt;
:&#039;KEY_PAGEDOWN&#039;&lt;br /&gt;
:&#039;KEY_UP&#039;&lt;br /&gt;
:&#039;KEY_DOWN&#039;&lt;br /&gt;
:&#039;KEY_LEFT&#039;&lt;br /&gt;
:&#039;KEY_RIGHT&#039;&lt;br /&gt;
:&#039;KEY_PRINT_SCRN&#039;&lt;br /&gt;
:&#039;KEY_PAUSE&#039;&lt;br /&gt;
:&#039;KEY_BREAK&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=64010</id>
		<title>Controlconfigdefaults.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=64010"/>
		<updated>2022-10-12T15:17:18Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* Sample */ Provide example for Post 22.0 ControlConfig overrides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit| 2021-02-13 UTC | db2bd97669c949e7d68baa9560192b7d3ad96563}}&lt;br /&gt;
&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;controlconfigdefaults.tbl&#039;&#039;&#039; can be used to modify the default key bindings in FSO.&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigOverride==&lt;br /&gt;
* Starts an Override section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigOverride&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* Only entries that you want to change are required, the rest will use the default binding&lt;br /&gt;
* Entries not listed will be assigned to their default/hardcoded values.&lt;br /&gt;
{{Table371|&lt;br /&gt;
* Multiple #ControlConfigOverride...#End blocks can be provided.&lt;br /&gt;
** Each block defines a separate control config preset&lt;br /&gt;
** The &amp;quot;Defaults&amp;quot; button in the control config screen may be used to reset to the selected preset, then cycle through to the next preset.&lt;br /&gt;
** The first given block is used as the &amp;quot;global&amp;quot; defaults, and is used when working with the key-pressed SEXP and LUA scripts.&lt;br /&gt;
** Note: It&#039;s a good idea to also use [[Strings.tbl]] to change the &amp;quot;Defaults&amp;quot; text on the button to for example &amp;quot;Cycle\nPresets&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigPreset==&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Starts a Preset section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigPreset&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* All keybinds you wish to have bound must be specified, any unspecified keys will be unbound.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
* The name of this control config preset, displayed at the top left corner of the control config screen when selected through the &amp;quot;Defaults&amp;quot; button.&lt;br /&gt;
* If not provided, the first [[#ControlConfigOverride]] block will override the hardcoded defaults, all subsequent blocks will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&lt;br /&gt;
* If not provided, the [[#ControlConfigPreset]] block will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Bind Name:===&lt;br /&gt;
*Name of the bind or action to modify the default key of.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Table of Bindings|Table of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
As of FSO 22.0, &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039; is deprecated in favor of &#039;&#039;&#039;$Bind:&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Key Default:====&lt;br /&gt;
*Key to set as default&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]&lt;br /&gt;
{{Table372|&lt;br /&gt;
*May be unbound by specifying &#039;&#039;&#039;NONE&#039;&#039;&#039; instead of a key}}&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Joy Default:====&lt;br /&gt;
*Joystick button to set as default&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Shift:====&lt;br /&gt;
*Sets the key to require the Shift key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Alt:====&lt;br /&gt;
&lt;br /&gt;
*Sets the key to require the Alt key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Ctrl:====&lt;br /&gt;
* Sets the key to require the Ctrl key&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Bind:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The IoActionID of the action to bind to.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Table of Bindings|Table of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Primary:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes the following binding is a Primary binding of the control&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: (No arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$Controller:=====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes which controller this binding is for&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, any of the following:&lt;br /&gt;
**&#039;&#039;&#039;CID_NONE&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_KEYBOARD&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_MOUSE&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY0&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY1&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY2&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY3&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$Flags:=====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes a number of flags for button behavior&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, any of the following:&lt;br /&gt;
}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;AXIS_BTN&#039;&#039;&#039; || An axis that&#039;s treated as a digital control should it be deflected past a certain threshold (Note: WIP)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RELATIVE&#039;&#039;&#039;  || A relative axis which increases or decreases the control&#039;s value instead of directly setting its value. (Example: Relative Throttle)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INVERTED&#039;&#039;&#039;  || An axis who&#039;s input is inverted&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;AXIS&#039;&#039;&#039; || Input is an axis&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HAT&#039;&#039;&#039;  || Input is a POV HAT switch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BALL&#039;&#039;&#039; || Input is a trackball&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NONE&#039;&#039;&#039; || Input is assumed to be a standard button or key&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====$Input:=====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Which button, key, or axis is bound&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;string&#039;&#039;&#039;, any of the following:&lt;br /&gt;
&lt;br /&gt;
Joystick axes:&lt;br /&gt;
*&#039;&#039;&#039;X_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Y_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Z_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RX_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RY_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RZ_AXIS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Joystick Buttons:&lt;br /&gt;
*Buttons are simply the button number, such as &amp;quot;1&amp;quot; for button 1.&lt;br /&gt;
&lt;br /&gt;
Mouse Buttons:&lt;br /&gt;
*&#039;&#039;&#039;LEFT_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RIGHT_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;MIDDLE_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;X1_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;X2_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_UP&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_DOWN&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_LEFT&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_RIGHT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keyboard Keys:&lt;br /&gt;
[[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]&lt;br /&gt;
*Key modifiers &#039;&#039;&#039;ALT-&#039;&#039;&#039; and &#039;&#039;&#039;SHIFT-&#039;&#039;&#039; can be prepended to the Key ID.&lt;br /&gt;
**Example: &#039;&#039;&#039;ALT-J&#039;&#039;&#039;, &#039;&#039;&#039;SHIFT-KEY_Q&#039;&#039;&#039;, &#039;&#039;&#039;ALT-SHIFT-KEY_1&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Secondary:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes the following binding is a Secondary binding of the control&lt;br /&gt;
*Has the same suboptions as [[Controlconfigdefaults.tbl#$Primary:|$Primary]]&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: (No Arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Category:===&lt;br /&gt;
* Tab where the binding appears in the options menu.&lt;br /&gt;
* Valid entries:	TARGET_TAB, SHIP_TAB, WEAPON_TAB, COMPUTER_TAB&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Text:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
* The label of the control to use in the controls config menu.&lt;br /&gt;
* Is overridden by XSTR, if provided&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; This is meant to be a lazy temporary substitution to modifying [[strings.tbl]].  Your released mod should nstill provide its own strings.tbl.&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Has XStr:===&lt;br /&gt;
* Whether or not the binding has an entry in [[strings.tbl]]&lt;br /&gt;
** If &#039;&#039;&#039;0&#039;&#039;&#039;, assumes no XSTR is provided&lt;br /&gt;
** If &#039;&#039;&#039;1&#039;&#039;&#039;, assumes an XSTR is provided alongside the other ControlConfig strings according to its internal, hardcoded index&lt;br /&gt;
{{Table382|&lt;br /&gt;
** If any nonzero integer &amp;gt;1, is the exact XSTR index within [[strings.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Type:===&lt;br /&gt;
*Determines the type of control this is.&lt;br /&gt;
&lt;br /&gt;
*Valid entries:&lt;br /&gt;
**CC_TYPE_TRIGGER&lt;br /&gt;
***Normal control that activates upon the first press. Resetting devices (such as weapons) will keep firing as long as the key/button is held down.&lt;br /&gt;
**CC_TYPE_CONTINUOUS&lt;br /&gt;
***Control that activates when the key/button is held down, and stays activated until the key/button is released. Ex: Afterburner key.&lt;br /&gt;
*Optional&lt;br /&gt;
*Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
*Syntax &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Disable:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines whether the binding can be used and appears in the options menu. Can be used to hide bindings which are not needed, or to enable bindings which are hidden by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Disable===&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Disables the control&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: (No arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
* All [[#ControlConfigOverride]] and [[#ControlConfigPreset]] sections must be terminated by #End&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
===Post-22.0===&lt;br /&gt;
{{Table220|&lt;br /&gt;
This example is for Post-22.0 and does the following...&lt;br /&gt;
*Sets Clear Escort List to Alt-Shift-Q&lt;br /&gt;
*Sets Target Target&#039;s Attacker to Alt-Shift-J and Button 2 on Joystick 0, moves it to the Ship Tab, denotes it&#039;s type as a trigger and sets it to not have a XString&lt;br /&gt;
*Sets Transfer Energy from Shield to Laser to R&lt;br /&gt;
&lt;br /&gt;
Note that for compatibility, FSO builds 22.0 and later can still read Pre-22.0 format.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ControlConfigOverride&lt;br /&gt;
&lt;br /&gt;
$Bind: ESCORT_CLEAR&lt;br /&gt;
  $Primary:&lt;br /&gt;
    $Controller: CID_KEYBOARD&lt;br /&gt;
    $Flags: NONE&lt;br /&gt;
    $Input: ALT-SHIFT-KEY_Q&lt;br /&gt;
&lt;br /&gt;
$Bind: TARGET_CLOSEST_SHIP_ATTACKING_TARGET&lt;br /&gt;
  $Primary:&lt;br /&gt;
    $Controller: CID_KEYBOARD&lt;br /&gt;
    $Flags: NONE&lt;br /&gt;
    $Input: ALT-SHIFT-KEY_J&lt;br /&gt;
  $Secondary:&lt;br /&gt;
    $Controller: CID_JOY0&lt;br /&gt;
    $Flags: NONE&lt;br /&gt;
    $Input: 2&lt;br /&gt;
  $Category: SHIP_TAB&lt;br /&gt;
  $Has XStr: 0&lt;br /&gt;
  $TYPE:     CC_TYPE_TRIGGER&lt;br /&gt;
&lt;br /&gt;
$Bind: XFER_LASER&lt;br /&gt;
  $Primary:&lt;br /&gt;
    $Controller: CID_KEYBOARD&lt;br /&gt;
    $FLAGS: NONE&lt;br /&gt;
    $Inpute: KEY_R&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pre-22.0===&lt;br /&gt;
This example is for Pre-22.0 and does the following...&lt;br /&gt;
*Sets Clear Escort List to Alt-Shift-Q&lt;br /&gt;
*Sets Target Target&#039;s Attacker to Ctrl-Alt-Shift-J, moves it to the Ship Tab, denotes it&#039;s type as a trigger and sets it to not have a XString&lt;br /&gt;
*Sets Transfer Energy from Shield to Laser to R&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ControlConfigOverride&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Clear Escort List&lt;br /&gt;
$Key Default:		KEY_Q&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Target Target&#039;s Nearest Attacker&lt;br /&gt;
$Key Default:		KEY_J&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
$Key Mod Ctrl:		1&lt;br /&gt;
$Category:		SHIP_TAB&lt;br /&gt;
$Has XStr:		0&lt;br /&gt;
$TYPE:			CC_TYPE_TRIGGER&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Transfer Energy Shield-&amp;gt;Laser&lt;br /&gt;
$Key Default:		KEY_R&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table of Bindings==&lt;br /&gt;
* This is a table of all possible bindings that can be modified, grouped into smaller tables for easier reference.&lt;br /&gt;
* &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039; column is to be used with &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039; entries, and &#039;&#039;&#039;$Bind:&#039;&#039;&#039; column is to be used with &#039;&#039;&#039;$Bind:&#039;&#039;&#039; entries.&lt;br /&gt;
* These bindings are case-sensitive&lt;br /&gt;
* Controls added after 22.0 might not have a &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039;.  Use the &#039;&#039;&#039;$Bind:&#039;&#039;&#039; identifier instead.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Targeting&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Ship || TARGET_NEXT&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Ship || TARGET_PREV&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Closest Hostile Ship        || TARGET_NEXT_CLOSEST_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Closest Hostile Ship    || TARGET_PREV_CLOSEST_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Targeting                   || TOGGLE_AUTO_TARGETING&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Closest Friendly Ship       || TARGET_NEXT_CLOSEST_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Closest Friendly Ship   || TARGET_PREV_CLOSEST_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| Target Ship in Reticle                  || TARGET_SHIP_IN_RETICLE&lt;br /&gt;
|-&lt;br /&gt;
| Target Targets Nearest Attacker         || TARGET_CLOSEST_SHIP_ATTACKING_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| Target Last Ship to Send Transmission   || TARGET_LAST_TRANMISSION_SENDER&lt;br /&gt;
|-&lt;br /&gt;
| Turn Off Targeting                      || STOP_TARGETING_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Closest Attacking Ship           || TARGET_CLOSEST_SHIP_ATTACKING_SELF&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Escort Ship                 || TARGET_NEXT_ESCORT_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Closest Repair Ship              || TARGET_CLOSEST_REPAIR_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Uninspected Cargo           || TARGET_NEXT_UNINSPECTED_CARGO&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Uninspected Cargo       || TARGET_PREV_UNINSPECTED_CARGO&lt;br /&gt;
|-&lt;br /&gt;
| Target Newest Ship in Area              || TARGET_NEWEST_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Targets Target                   || TARGET_TARGETS_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Hostile Bomb or Bomber      || TARGET_NEXT_BOMB&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Hostile Bomb or Bomber  || TARGET_PREV_BOMB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Targeting Subsystems and Turrets&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Target Subsystem in Reticle      || TARGET_SUBOBJECT_IN_RETICLE&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Subsystem            || TARGET_NEXT_SUBOBJECT&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Subsystem        || TARGET_PREV_SUBOBJECT&lt;br /&gt;
|-&lt;br /&gt;
| Turn Off Targeting of Subsystems || STOP_TARGETING_SUBSYSTEM&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Live Turret          || TARGET_NEXT_LIVE_TURRET&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Live Turret      || TARGET_PREV_LIVE_TURRET&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Weapons&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Fire Primary Weapon                || FIRE_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Fire Secondary Weapon              || FIRE_SECONDARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Forward Primary Weapon       || CYCLE_NEXT_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Backward Primary Weapon      || CYCLE_PREV_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Primary Weapon Firing Rate   || CYCLE_PRIMARY_WEAPON_SEQUENCE&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Secondary Weapon Bank        || CYCLE_SECONDARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Secondary Weapon Firing Rate || CYCLE_NUM_MISSLES&lt;br /&gt;
|-&lt;br /&gt;
| Launch Countermeasure              || LAUNCH_COUNTERMEASURE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Flight Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Forward Thrust     || FORWARD_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Reverse Thrust     || REVERSE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Bank Left          || BANK_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Bank Right         || BANK_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Pitch Forward      || PITCH_FORWARD&lt;br /&gt;
|-&lt;br /&gt;
| Pitch Backward     || PITCH_BACK&lt;br /&gt;
|-&lt;br /&gt;
| Turn Left          || YAW_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Turn Right         || YAW_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Right Thrust       || RIGHT_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Left Thrust        || LEFT_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Up Thrust          || UP_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Down Thrust        || DOWN_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Afterburner        || AFTERBURNER&lt;br /&gt;
|-&lt;br /&gt;
| Glide When Pressed || GLIDE_WHEN_PRESSED&lt;br /&gt;
|-&lt;br /&gt;
| Bank When Pressed  || BANK_WHEN_PRESSED&lt;br /&gt;
|-&lt;br /&gt;
| Match Target Speed || MATCH_TARGET_SPEED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Throttle Control&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Zero        || ZERO_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Max         || MAX_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to One-Third   || ONE_THIRD_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Two-Thirds  || TWO_THIRDS_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Increase Throttle 5 Percent || PLUS_5_PERCENT_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Throttle 5 Percent || MINUS_5_PERCENT_THROTTLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | HUD Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Toggle High HUD Contrast         || TOGGLE_HUD_CONTRAST&lt;br /&gt;
|-&lt;br /&gt;
| Toggle HUD                       || TOGGLE_HUD&lt;br /&gt;
|-&lt;br /&gt;
| Toggle HUD Wireframe Target View || HUD_TARGETBOX_TOGGLE_WIREFRAME&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Radar Range                || RADAR_RANGE_CYCLE&lt;br /&gt;
|-&lt;br /&gt;
| Communications Menu              || SQUADMSG_MENU&lt;br /&gt;
|-&lt;br /&gt;
| Show Objectives                  || SHOW_GOALS&lt;br /&gt;
|-&lt;br /&gt;
| Show Nav Map                     || SHOW_NAVMAP&lt;br /&gt;
|-&lt;br /&gt;
| Add or Remove Escort             || ADD_REMOVE_ESCORT&lt;br /&gt;
|-&lt;br /&gt;
| Clear Escort List                || ESCORT_CLEAR&lt;br /&gt;
|-&lt;br /&gt;
| -                                || TOGGLE_HUD_SHADOWS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Squadmate Messaging&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Attack My Target    || ATTACK_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Disarm My Target    || DISARM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Disable My Target   || DISABLE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Attack My Subsystem || ATTACK_SUBSYSTEM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Capture My Target   || CAPTURE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Engage Enemy        || ENGAGE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Form on My Wing     || FORM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Ignore My Target    || IGNORE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Protect My Target   || PROTECT_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Cover Me            || COVER_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Return to Base      || WARP_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Rearm Me            || REARM_MESSAGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Views&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Chase View                  || VIEW_CHASE&lt;br /&gt;
|-&lt;br /&gt;
| External View               || VIEW_EXTERNAL&lt;br /&gt;
|-&lt;br /&gt;
| Toggle External Camera Lock || VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK&lt;br /&gt;
|-&lt;br /&gt;
| Free Look View              || VIEW_SLEW&lt;br /&gt;
|-&lt;br /&gt;
| Current Target View         || VIEW_OTHER_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Increase View Distance      || VIEW_DIST_INCREASE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease View Distance      || VIEW_DIST_DECREASE&lt;br /&gt;
|-&lt;br /&gt;
| Center View                 || VIEW_CENTER&lt;br /&gt;
|-&lt;br /&gt;
| View Up                     || PADLOCK_UP&lt;br /&gt;
|-&lt;br /&gt;
| View Rear                   || PADLOCK_DOWN&lt;br /&gt;
|-&lt;br /&gt;
| View Left                   || PADLOCK_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| View Right                  || PADLOCK_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Top-Down View               || VIEW_TOPDOWN&lt;br /&gt;
|-&lt;br /&gt;
| Target Padlock View         || VIEW_TRACK_TARGET&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | ETS and Shields&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Increase Weapon Energy        || INCREASE_WEAPON&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Weapon Energy        || DECREASE_WEAPON&lt;br /&gt;
|-&lt;br /&gt;
| Increase Shield Energy        || INCREASE_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Shield Energy        || DECREASE_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Increase Engine Energy        || INCREASE_ENGINE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Engine Energy        || DECREASE_ENGINE&lt;br /&gt;
|-&lt;br /&gt;
| Equalize Energy Settings      || ETS_EQUALIZE&lt;br /&gt;
|-&lt;br /&gt;
| Equalize Shields              || SHIELD_EQUALIZE&lt;br /&gt;
|-&lt;br /&gt;
| Augment Forward Shield        || SHIELD_XFER_TOP&lt;br /&gt;
|-&lt;br /&gt;
| Augment Rear Shield           || SHIELD_XFER_BOTTOM&lt;br /&gt;
|-&lt;br /&gt;
| Augment Left Shield           || SHIELD_XFER_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Augment Right Shield          || SHIELD_XFER_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Transfer Energy Laser-&amp;gt;Shield || XFER_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
| Transfer Energy Shield-&amp;gt;Laser || XFER_LASER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Misc&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Enter Subspace (End Mission) || END_MISSION&lt;br /&gt;
|-&lt;br /&gt;
| Increase Time Compression    || TIME_SPEED_UP&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Time Compression    || TIME_SLOW_DOWN&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Pilot            || AUTO_PILOT_TOGGLE&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Nav Points             || NAV_CYCLE&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Gliding               || TOGGLE_GLIDING&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Speed Matching   || TOGGLE_AUTO_MATCH_TARGET_SPEED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Multiplayer Only&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message All             || MULTI_MESSAGE_ALL&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Friendly        || MULTI_MESSAGE_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Hostile         || MULTI_MESSAGE_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Target          || MULTI_MESSAGE_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Observer Zoom To Target || MULTI_OBSERVER_ZOOM_TO&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Toggle Network info     || MULTI_TOGGLE_NETINFO&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Self Destruct           || MULTI_SELF_DESTRUCT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Custom Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 1 || CUSTOM_CONTROL_1&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 2 || CUSTOM_CONTROL_2&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 3 || CUSTOM_CONTROL_3&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 4 || CUSTOM_CONTROL_4&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 5 || CUSTOM_CONTROL_5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Analog Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_HEADING_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_PITCH_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_BANK_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_ABS_THROTTLE_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_REL_THROTTLE_AXIS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Custom Controls===&lt;br /&gt;
{{Table382|&lt;br /&gt;
* &#039;Custom Control 1&#039;&lt;br /&gt;
* &#039;Custom Control 2&#039;&lt;br /&gt;
* &#039;Custom Control 3&#039;&lt;br /&gt;
* &#039;Custom Control 4&#039;&lt;br /&gt;
* &#039;Custom Control 5&#039;&lt;br /&gt;
&lt;br /&gt;
These are empty controls for modders and/or scripters to use.&lt;br /&gt;
&lt;br /&gt;
Disabled by default&lt;br /&gt;
&lt;br /&gt;
Default XSTR index is 0 (thus, they do not have an entry in [[strings.tbl]])&lt;br /&gt;
&lt;br /&gt;
The default key bindings are Shift-Alt (1-5) for Custom Control 1-5, respectively.&lt;br /&gt;
&lt;br /&gt;
To use these, create a new entry in a [[#ControlConfigOverride]] block and with the respective name. You should specify a label in [[strings.tbl]], otherwise they&#039;ll show up as &amp;quot;Custom Control&amp;quot; in the control config menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* $Bind Name: Custom Control 1&lt;br /&gt;
* $Has XStr: 1570&lt;br /&gt;
* $Disable: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Allowed Keys==&lt;br /&gt;
*Not all keys are checked by FSO for key bindings, so some of these may not work.&lt;br /&gt;
*List coppied from controlsconfigcommon.cpp and edited to make readable.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*List of keys&lt;br /&gt;
:&#039;KEY_0&#039;&lt;br /&gt;
:&#039;KEY_1&#039;&lt;br /&gt;
:&#039;KEY_2&#039;&lt;br /&gt;
:&#039;KEY_3&#039;&lt;br /&gt;
:&#039;KEY_4&#039;&lt;br /&gt;
:&#039;KEY_5&#039;&lt;br /&gt;
:&#039;KEY_6&#039;&lt;br /&gt;
:&#039;KEY_7&#039;&lt;br /&gt;
:&#039;KEY_8&#039;&lt;br /&gt;
:&#039;KEY_9&#039;&lt;br /&gt;
:&#039;KEY_A&#039;&lt;br /&gt;
:&#039;KEY_B&#039;&lt;br /&gt;
:&#039;KEY_C&#039;&lt;br /&gt;
:&#039;KEY_D&#039;&lt;br /&gt;
:&#039;KEY_E&#039;&lt;br /&gt;
:&#039;KEY_F&#039;&lt;br /&gt;
:&#039;KEY_G&#039;&lt;br /&gt;
:&#039;KEY_H&#039;&lt;br /&gt;
:&#039;KEY_I&#039;&lt;br /&gt;
:&#039;KEY_J&#039;&lt;br /&gt;
:&#039;KEY_K&#039;&lt;br /&gt;
:&#039;KEY_L&#039;&lt;br /&gt;
:&#039;KEY_M&#039;&lt;br /&gt;
:&#039;KEY_N&#039;&lt;br /&gt;
:&#039;KEY_O&#039;&lt;br /&gt;
:&#039;KEY_P&#039;&lt;br /&gt;
:&#039;KEY_Q&#039;&lt;br /&gt;
:&#039;KEY_R&#039;&lt;br /&gt;
:&#039;KEY_S&#039;&lt;br /&gt;
:&#039;KEY_T&#039;&lt;br /&gt;
:&#039;KEY_U&#039;&lt;br /&gt;
:&#039;KEY_V&#039;&lt;br /&gt;
:&#039;KEY_W&#039;&lt;br /&gt;
:&#039;KEY_X&#039;&lt;br /&gt;
:&#039;KEY_Y&#039;&lt;br /&gt;
:&#039;KEY_Z&#039;&lt;br /&gt;
:&#039;KEY_MINUS&#039;&lt;br /&gt;
:&#039;KEY_EQUAL&#039;&lt;br /&gt;
:&#039;KEY_DIVIDE&#039;&lt;br /&gt;
:&#039;KEY_SLASH&#039;&lt;br /&gt;
:&#039;KEY_SLASH_UK&#039;&lt;br /&gt;
:&#039;KEY_COMMA&#039;&lt;br /&gt;
:&#039;KEY_PERIOD&#039;&lt;br /&gt;
:&#039;KEY_SEMICOL&#039;&lt;br /&gt;
:&#039;KEY_LBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_LAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_ESC&#039;&lt;br /&gt;
:&#039;KEY_ENTER&#039;&lt;br /&gt;
:&#039;KEY_BACKSP&#039;&lt;br /&gt;
:&#039;KEY_TAB&#039;&lt;br /&gt;
:&#039;KEY_SPACEBAR&#039;&lt;br /&gt;
:&#039;KEY_NUMLOCK&#039;&lt;br /&gt;
:&#039;KEY_SCROLLOCK&#039;&lt;br /&gt;
:&#039;KEY_CAPSLOCK&#039;&lt;br /&gt;
:&#039;KEY_LSHIFT&#039;&lt;br /&gt;
:&#039;KEY_RSHIFT&#039;&lt;br /&gt;
:&#039;KEY_LALT&#039;&lt;br /&gt;
:&#039;KEY_RALT&#039;&lt;br /&gt;
:&#039;KEY_LCTRL&#039;&lt;br /&gt;
:&#039;KEY_RCTRL&#039;&lt;br /&gt;
:&#039;KEY_F1&#039;&lt;br /&gt;
:&#039;KEY_F2&#039;&lt;br /&gt;
:&#039;KEY_F3&#039;&lt;br /&gt;
:&#039;KEY_F4&#039;&lt;br /&gt;
:&#039;KEY_F5&#039;&lt;br /&gt;
:&#039;KEY_F6&#039;&lt;br /&gt;
:&#039;KEY_F7&#039;&lt;br /&gt;
:&#039;KEY_F8&#039;&lt;br /&gt;
:&#039;KEY_F9&#039;&lt;br /&gt;
:&#039;KEY_F10&#039;&lt;br /&gt;
:&#039;KEY_F11&#039;&lt;br /&gt;
:&#039;KEY_F12&#039;&lt;br /&gt;
:&#039;KEY_PAD0&#039;&lt;br /&gt;
:&#039;KEY_PAD1&#039;&lt;br /&gt;
:&#039;KEY_PAD2&#039;&lt;br /&gt;
:&#039;KEY_PAD3&#039;&lt;br /&gt;
:&#039;KEY_PAD4&#039;&lt;br /&gt;
:&#039;KEY_PAD5&#039;&lt;br /&gt;
:&#039;KEY_PAD6&#039;&lt;br /&gt;
:&#039;KEY_PAD7&#039;&lt;br /&gt;
:&#039;KEY_PAD8&#039;&lt;br /&gt;
:&#039;KEY_PAD9&#039;&lt;br /&gt;
:&#039;KEY_PADMINUS&#039;&lt;br /&gt;
:&#039;KEY_PADPLUS&#039;&lt;br /&gt;
:&#039;KEY_PADPERIOD&#039;&lt;br /&gt;
:&#039;KEY_PADDIVIDE&#039;&lt;br /&gt;
:&#039;KEY_PADMULTIPLY&#039;&lt;br /&gt;
:&#039;KEY_PADENTER&#039;&lt;br /&gt;
:&#039;KEY_INSERT&#039;&lt;br /&gt;
:&#039;KEY_HOME&#039;&lt;br /&gt;
:&#039;KEY_PAGEUP&#039;&lt;br /&gt;
:&#039;KEY_DELETE&#039;&lt;br /&gt;
:&#039;KEY_END&#039;&lt;br /&gt;
:&#039;KEY_PAGEDOWN&#039;&lt;br /&gt;
:&#039;KEY_UP&#039;&lt;br /&gt;
:&#039;KEY_DOWN&#039;&lt;br /&gt;
:&#039;KEY_LEFT&#039;&lt;br /&gt;
:&#039;KEY_RIGHT&#039;&lt;br /&gt;
:&#039;KEY_PRINT_SCRN&#039;&lt;br /&gt;
:&#039;KEY_PAUSE&#039;&lt;br /&gt;
:&#039;KEY_BREAK&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=64009</id>
		<title>Controlconfigdefaults.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=64009"/>
		<updated>2022-10-12T15:07:06Z</updated>

		<summary type="html">&lt;p&gt;Z64555: Add section on new $Bind entry. Add note that $Bind Name: is deprecated. Move Category, Text, Has XSTR, Type, Disable up a level.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit| 2021-02-13 UTC | db2bd97669c949e7d68baa9560192b7d3ad96563}}&lt;br /&gt;
&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;controlconfigdefaults.tbl&#039;&#039;&#039; can be used to modify the default key bindings in FSO.&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigOverride==&lt;br /&gt;
* Starts an Override section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigOverride&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* Only entries that you want to change are required, the rest will use the default binding&lt;br /&gt;
* Entries not listed will be assigned to their default/hardcoded values.&lt;br /&gt;
{{Table371|&lt;br /&gt;
* Multiple #ControlConfigOverride...#End blocks can be provided.&lt;br /&gt;
** Each block defines a separate control config preset&lt;br /&gt;
** The &amp;quot;Defaults&amp;quot; button in the control config screen may be used to reset to the selected preset, then cycle through to the next preset.&lt;br /&gt;
** The first given block is used as the &amp;quot;global&amp;quot; defaults, and is used when working with the key-pressed SEXP and LUA scripts.&lt;br /&gt;
** Note: It&#039;s a good idea to also use [[Strings.tbl]] to change the &amp;quot;Defaults&amp;quot; text on the button to for example &amp;quot;Cycle\nPresets&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigPreset==&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Starts a Preset section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigPreset&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* All keybinds you wish to have bound must be specified, any unspecified keys will be unbound.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
* The name of this control config preset, displayed at the top left corner of the control config screen when selected through the &amp;quot;Defaults&amp;quot; button.&lt;br /&gt;
* If not provided, the first [[#ControlConfigOverride]] block will override the hardcoded defaults, all subsequent blocks will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&lt;br /&gt;
* If not provided, the [[#ControlConfigPreset]] block will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;&#039;&#039;&#039;&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;
===$Bind Name:===&lt;br /&gt;
*Name of the bind or action to modify the default key of.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Table of Bindings|Table of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
As of FSO 22.0, &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039; is deprecated in favor of &#039;&#039;&#039;$Bind:&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Key Default:====&lt;br /&gt;
*Key to set as default&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]&lt;br /&gt;
{{Table372|&lt;br /&gt;
*May be unbound by specifying &#039;&#039;&#039;NONE&#039;&#039;&#039; instead of a key}}&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Joy Default:====&lt;br /&gt;
*Joystick button to set as default&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Shift:====&lt;br /&gt;
*Sets the key to require the Shift key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Alt:====&lt;br /&gt;
&lt;br /&gt;
*Sets the key to require the Alt key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Ctrl:====&lt;br /&gt;
* Sets the key to require the Ctrl key&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Bind:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The IoActionID of the action to bind to.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Table of Bindings|Table of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Primary:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes the following binding is a Primary binding of the control&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: (No arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$Controller:=====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes which controller this binding is for&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, any of the following:&lt;br /&gt;
**&#039;&#039;&#039;CID_NONE&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_KEYBOARD&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_MOUSE&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY0&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY1&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY2&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CID_JOY3&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$Flags:=====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes a number of flags for button behavior&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, any of the following:&lt;br /&gt;
}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;AXIS_BTN&#039;&#039;&#039; || An axis that&#039;s treated as a digital control should it be deflected past a certain threshold (Note: WIP)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RELATIVE&#039;&#039;&#039;  || A relative axis which increases or decreases the control&#039;s value instead of directly setting its value. (Example: Relative Throttle)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;INVERTED&#039;&#039;&#039;  || An axis who&#039;s input is inverted&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;AXIS&#039;&#039;&#039; || Input is an axis&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HAT&#039;&#039;&#039;  || Input is a POV HAT switch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BALL&#039;&#039;&#039; || Input is a trackball&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NONE&#039;&#039;&#039; || Input is assumed to be a standard button or key&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====$Input:=====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Which button, key, or axis is bound&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;string&#039;&#039;&#039;, any of the following:&lt;br /&gt;
&lt;br /&gt;
Joystick axes:&lt;br /&gt;
*&#039;&#039;&#039;X_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Y_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Z_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RX_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RY_AXIS&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RZ_AXIS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Joystick Buttons:&lt;br /&gt;
*Buttons are simply the button number, such as &amp;quot;1&amp;quot; for button 1.&lt;br /&gt;
&lt;br /&gt;
Mouse Buttons:&lt;br /&gt;
*&#039;&#039;&#039;LEFT_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RIGHT_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;MIDDLE_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;X1_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;X2_BUTTON&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_UP&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_DOWN&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_LEFT&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WHEEL_RIGHT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keyboard Keys:&lt;br /&gt;
[[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]&lt;br /&gt;
*Key modifiers &#039;&#039;&#039;ALT-&#039;&#039;&#039; and &#039;&#039;&#039;SHIFT-&#039;&#039;&#039; can be prepended to the Key ID.&lt;br /&gt;
**Example: &#039;&#039;&#039;ALT-J&#039;&#039;&#039;, &#039;&#039;&#039;SHIFT-KEY_Q&#039;&#039;&#039;, &#039;&#039;&#039;ALT-SHIFT-KEY_1&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Secondary:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Denotes the following binding is a Secondary binding of the control&lt;br /&gt;
*Has the same suboptions as [[Controlconfigdefaults.tbl#$Primary:|$Primary]]&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: (No Arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Category:===&lt;br /&gt;
* Tab where the binding appears in the options menu.&lt;br /&gt;
* Valid entries:	TARGET_TAB, SHIP_TAB, WEAPON_TAB, COMPUTER_TAB&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Text:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
* The label of the control to use in the controls config menu.&lt;br /&gt;
* Is overridden by XSTR, if provided&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; This is meant to be a lazy temporary substitution to modifying [[strings.tbl]].  Your released mod should nstill provide its own strings.tbl.&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Has XStr:===&lt;br /&gt;
* Whether or not the binding has an entry in [[strings.tbl]]&lt;br /&gt;
** If &#039;&#039;&#039;0&#039;&#039;&#039;, assumes no XSTR is provided&lt;br /&gt;
** If &#039;&#039;&#039;1&#039;&#039;&#039;, assumes an XSTR is provided alongside the other ControlConfig strings according to its internal, hardcoded index&lt;br /&gt;
{{Table382|&lt;br /&gt;
** If any nonzero integer &amp;gt;1, is the exact XSTR index within [[strings.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Type:===&lt;br /&gt;
*Determines the type of control this is.&lt;br /&gt;
&lt;br /&gt;
*Valid entries:&lt;br /&gt;
**CC_TYPE_TRIGGER&lt;br /&gt;
***Normal control that activates upon the first press. Resetting devices (such as weapons) will keep firing as long as the key/button is held down.&lt;br /&gt;
**CC_TYPE_CONTINUOUS&lt;br /&gt;
***Control that activates when the key/button is held down, and stays activated until the key/button is released. Ex: Afterburner key.&lt;br /&gt;
*Optional&lt;br /&gt;
*Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
*Syntax &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Disable:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines whether the binding can be used and appears in the options menu. Can be used to hide bindings which are not needed, or to enable bindings which are hidden by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Disable===&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Disables the control&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: (No arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
* All [[#ControlConfigOverride]] and [[#ControlConfigPreset]] sections must be terminated by #End&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
This example does the following...&lt;br /&gt;
*Sets Clear Escort List to Alt-Shift-Q&lt;br /&gt;
*Sets Target Target&#039;s Attacker to Ctrl-Alt-Shift-J, moves it to the Ship Tab, denotes it&#039;s type as a trigger and sets it to not have a XString&lt;br /&gt;
*Sets Transfer Energy from Shield to Laser to R&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ControlConfigOverride&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Clear Escort List&lt;br /&gt;
$Key Default:		KEY_Q&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Target Target&#039;s Nearest Attacker&lt;br /&gt;
$Key Default:		KEY_J&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
$Key Mod Ctrl:		1&lt;br /&gt;
$Category:		SHIP_TAB&lt;br /&gt;
$Has XStr:		0&lt;br /&gt;
$TYPE:			CC_TYPE_TRIGGER&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Transfer Energy Shield-&amp;gt;Laser&lt;br /&gt;
$Key Default:		KEY_R&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table of Bindings==&lt;br /&gt;
* This is a table of all possible bindings that can be modified, grouped into smaller tables for easier reference.&lt;br /&gt;
* &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039; column is to be used with &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039; entries, and &#039;&#039;&#039;$Bind:&#039;&#039;&#039; column is to be used with &#039;&#039;&#039;$Bind:&#039;&#039;&#039; entries.&lt;br /&gt;
* These bindings are case-sensitive&lt;br /&gt;
* Controls added after 22.0 might not have a &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039;.  Use the &#039;&#039;&#039;$Bind:&#039;&#039;&#039; identifier instead.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Targeting&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Ship || TARGET_NEXT&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Ship || TARGET_PREV&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Closest Hostile Ship        || TARGET_NEXT_CLOSEST_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Closest Hostile Ship    || TARGET_PREV_CLOSEST_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Targeting                   || TOGGLE_AUTO_TARGETING&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Closest Friendly Ship       || TARGET_NEXT_CLOSEST_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Closest Friendly Ship   || TARGET_PREV_CLOSEST_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| Target Ship in Reticle                  || TARGET_SHIP_IN_RETICLE&lt;br /&gt;
|-&lt;br /&gt;
| Target Targets Nearest Attacker         || TARGET_CLOSEST_SHIP_ATTACKING_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| Target Last Ship to Send Transmission   || TARGET_LAST_TRANMISSION_SENDER&lt;br /&gt;
|-&lt;br /&gt;
| Turn Off Targeting                      || STOP_TARGETING_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Closest Attacking Ship           || TARGET_CLOSEST_SHIP_ATTACKING_SELF&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Escort Ship                 || TARGET_NEXT_ESCORT_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Closest Repair Ship              || TARGET_CLOSEST_REPAIR_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Uninspected Cargo           || TARGET_NEXT_UNINSPECTED_CARGO&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Uninspected Cargo       || TARGET_PREV_UNINSPECTED_CARGO&lt;br /&gt;
|-&lt;br /&gt;
| Target Newest Ship in Area              || TARGET_NEWEST_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Targets Target                   || TARGET_TARGETS_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Hostile Bomb or Bomber      || TARGET_NEXT_BOMB&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Hostile Bomb or Bomber  || TARGET_PREV_BOMB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Targeting Subsystems and Turrets&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Target Subsystem in Reticle      || TARGET_SUBOBJECT_IN_RETICLE&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Subsystem            || TARGET_NEXT_SUBOBJECT&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Subsystem        || TARGET_PREV_SUBOBJECT&lt;br /&gt;
|-&lt;br /&gt;
| Turn Off Targeting of Subsystems || STOP_TARGETING_SUBSYSTEM&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Live Turret          || TARGET_NEXT_LIVE_TURRET&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Live Turret      || TARGET_PREV_LIVE_TURRET&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Weapons&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Fire Primary Weapon                || FIRE_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Fire Secondary Weapon              || FIRE_SECONDARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Forward Primary Weapon       || CYCLE_NEXT_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Backward Primary Weapon      || CYCLE_PREV_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Primary Weapon Firing Rate   || CYCLE_PRIMARY_WEAPON_SEQUENCE&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Secondary Weapon Bank        || CYCLE_SECONDARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Secondary Weapon Firing Rate || CYCLE_NUM_MISSLES&lt;br /&gt;
|-&lt;br /&gt;
| Launch Countermeasure              || LAUNCH_COUNTERMEASURE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Flight Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Forward Thrust     || FORWARD_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Reverse Thrust     || REVERSE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Bank Left          || BANK_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Bank Right         || BANK_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Pitch Forward      || PITCH_FORWARD&lt;br /&gt;
|-&lt;br /&gt;
| Pitch Backward     || PITCH_BACK&lt;br /&gt;
|-&lt;br /&gt;
| Turn Left          || YAW_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Turn Right         || YAW_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Right Thrust       || RIGHT_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Left Thrust        || LEFT_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Up Thrust          || UP_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Down Thrust        || DOWN_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Afterburner        || AFTERBURNER&lt;br /&gt;
|-&lt;br /&gt;
| Glide When Pressed || GLIDE_WHEN_PRESSED&lt;br /&gt;
|-&lt;br /&gt;
| Bank When Pressed  || BANK_WHEN_PRESSED&lt;br /&gt;
|-&lt;br /&gt;
| Match Target Speed || MATCH_TARGET_SPEED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Throttle Control&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Zero        || ZERO_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Max         || MAX_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to One-Third   || ONE_THIRD_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Two-Thirds  || TWO_THIRDS_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Increase Throttle 5 Percent || PLUS_5_PERCENT_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Throttle 5 Percent || MINUS_5_PERCENT_THROTTLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | HUD Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Toggle High HUD Contrast         || TOGGLE_HUD_CONTRAST&lt;br /&gt;
|-&lt;br /&gt;
| Toggle HUD                       || TOGGLE_HUD&lt;br /&gt;
|-&lt;br /&gt;
| Toggle HUD Wireframe Target View || HUD_TARGETBOX_TOGGLE_WIREFRAME&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Radar Range                || RADAR_RANGE_CYCLE&lt;br /&gt;
|-&lt;br /&gt;
| Communications Menu              || SQUADMSG_MENU&lt;br /&gt;
|-&lt;br /&gt;
| Show Objectives                  || SHOW_GOALS&lt;br /&gt;
|-&lt;br /&gt;
| Show Nav Map                     || SHOW_NAVMAP&lt;br /&gt;
|-&lt;br /&gt;
| Add or Remove Escort             || ADD_REMOVE_ESCORT&lt;br /&gt;
|-&lt;br /&gt;
| Clear Escort List                || ESCORT_CLEAR&lt;br /&gt;
|-&lt;br /&gt;
| -                                || TOGGLE_HUD_SHADOWS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Squadmate Messaging&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Attack My Target    || ATTACK_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Disarm My Target    || DISARM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Disable My Target   || DISABLE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Attack My Subsystem || ATTACK_SUBSYSTEM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Capture My Target   || CAPTURE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Engage Enemy        || ENGAGE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Form on My Wing     || FORM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Ignore My Target    || IGNORE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Protect My Target   || PROTECT_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Cover Me            || COVER_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Return to Base      || WARP_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Rearm Me            || REARM_MESSAGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Views&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Chase View                  || VIEW_CHASE&lt;br /&gt;
|-&lt;br /&gt;
| External View               || VIEW_EXTERNAL&lt;br /&gt;
|-&lt;br /&gt;
| Toggle External Camera Lock || VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK&lt;br /&gt;
|-&lt;br /&gt;
| Free Look View              || VIEW_SLEW&lt;br /&gt;
|-&lt;br /&gt;
| Current Target View         || VIEW_OTHER_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Increase View Distance      || VIEW_DIST_INCREASE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease View Distance      || VIEW_DIST_DECREASE&lt;br /&gt;
|-&lt;br /&gt;
| Center View                 || VIEW_CENTER&lt;br /&gt;
|-&lt;br /&gt;
| View Up                     || PADLOCK_UP&lt;br /&gt;
|-&lt;br /&gt;
| View Rear                   || PADLOCK_DOWN&lt;br /&gt;
|-&lt;br /&gt;
| View Left                   || PADLOCK_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| View Right                  || PADLOCK_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Top-Down View               || VIEW_TOPDOWN&lt;br /&gt;
|-&lt;br /&gt;
| Target Padlock View         || VIEW_TRACK_TARGET&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | ETS and Shields&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Increase Weapon Energy        || INCREASE_WEAPON&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Weapon Energy        || DECREASE_WEAPON&lt;br /&gt;
|-&lt;br /&gt;
| Increase Shield Energy        || INCREASE_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Shield Energy        || DECREASE_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Increase Engine Energy        || INCREASE_ENGINE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Engine Energy        || DECREASE_ENGINE&lt;br /&gt;
|-&lt;br /&gt;
| Equalize Energy Settings      || ETS_EQUALIZE&lt;br /&gt;
|-&lt;br /&gt;
| Equalize Shields              || SHIELD_EQUALIZE&lt;br /&gt;
|-&lt;br /&gt;
| Augment Forward Shield        || SHIELD_XFER_TOP&lt;br /&gt;
|-&lt;br /&gt;
| Augment Rear Shield           || SHIELD_XFER_BOTTOM&lt;br /&gt;
|-&lt;br /&gt;
| Augment Left Shield           || SHIELD_XFER_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Augment Right Shield          || SHIELD_XFER_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Transfer Energy Laser-&amp;gt;Shield || XFER_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
| Transfer Energy Shield-&amp;gt;Laser || XFER_LASER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Misc&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Enter Subspace (End Mission) || END_MISSION&lt;br /&gt;
|-&lt;br /&gt;
| Increase Time Compression    || TIME_SPEED_UP&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Time Compression    || TIME_SLOW_DOWN&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Pilot            || AUTO_PILOT_TOGGLE&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Nav Points             || NAV_CYCLE&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Gliding               || TOGGLE_GLIDING&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Speed Matching   || TOGGLE_AUTO_MATCH_TARGET_SPEED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Multiplayer Only&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message All             || MULTI_MESSAGE_ALL&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Friendly        || MULTI_MESSAGE_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Hostile         || MULTI_MESSAGE_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Target          || MULTI_MESSAGE_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Observer Zoom To Target || MULTI_OBSERVER_ZOOM_TO&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Toggle Network info     || MULTI_TOGGLE_NETINFO&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Self Destruct           || MULTI_SELF_DESTRUCT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Custom Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 1 || CUSTOM_CONTROL_1&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 2 || CUSTOM_CONTROL_2&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 3 || CUSTOM_CONTROL_3&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 4 || CUSTOM_CONTROL_4&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 5 || CUSTOM_CONTROL_5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Analog Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_HEADING_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_PITCH_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_BANK_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_ABS_THROTTLE_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_REL_THROTTLE_AXIS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Custom Controls===&lt;br /&gt;
{{Table382|&lt;br /&gt;
* &#039;Custom Control 1&#039;&lt;br /&gt;
* &#039;Custom Control 2&#039;&lt;br /&gt;
* &#039;Custom Control 3&#039;&lt;br /&gt;
* &#039;Custom Control 4&#039;&lt;br /&gt;
* &#039;Custom Control 5&#039;&lt;br /&gt;
&lt;br /&gt;
These are empty controls for modders and/or scripters to use.&lt;br /&gt;
&lt;br /&gt;
Disabled by default&lt;br /&gt;
&lt;br /&gt;
Default XSTR index is 0 (thus, they do not have an entry in [[strings.tbl]])&lt;br /&gt;
&lt;br /&gt;
The default key bindings are Shift-Alt (1-5) for Custom Control 1-5, respectively.&lt;br /&gt;
&lt;br /&gt;
To use these, create a new entry in a [[#ControlConfigOverride]] block and with the respective name. You should specify a label in [[strings.tbl]], otherwise they&#039;ll show up as &amp;quot;Custom Control&amp;quot; in the control config menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* $Bind Name: Custom Control 1&lt;br /&gt;
* $Has XStr: 1570&lt;br /&gt;
* $Disable: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Allowed Keys==&lt;br /&gt;
*Not all keys are checked by FSO for key bindings, so some of these may not work.&lt;br /&gt;
*List coppied from controlsconfigcommon.cpp and edited to make readable.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*List of keys&lt;br /&gt;
:&#039;KEY_0&#039;&lt;br /&gt;
:&#039;KEY_1&#039;&lt;br /&gt;
:&#039;KEY_2&#039;&lt;br /&gt;
:&#039;KEY_3&#039;&lt;br /&gt;
:&#039;KEY_4&#039;&lt;br /&gt;
:&#039;KEY_5&#039;&lt;br /&gt;
:&#039;KEY_6&#039;&lt;br /&gt;
:&#039;KEY_7&#039;&lt;br /&gt;
:&#039;KEY_8&#039;&lt;br /&gt;
:&#039;KEY_9&#039;&lt;br /&gt;
:&#039;KEY_A&#039;&lt;br /&gt;
:&#039;KEY_B&#039;&lt;br /&gt;
:&#039;KEY_C&#039;&lt;br /&gt;
:&#039;KEY_D&#039;&lt;br /&gt;
:&#039;KEY_E&#039;&lt;br /&gt;
:&#039;KEY_F&#039;&lt;br /&gt;
:&#039;KEY_G&#039;&lt;br /&gt;
:&#039;KEY_H&#039;&lt;br /&gt;
:&#039;KEY_I&#039;&lt;br /&gt;
:&#039;KEY_J&#039;&lt;br /&gt;
:&#039;KEY_K&#039;&lt;br /&gt;
:&#039;KEY_L&#039;&lt;br /&gt;
:&#039;KEY_M&#039;&lt;br /&gt;
:&#039;KEY_N&#039;&lt;br /&gt;
:&#039;KEY_O&#039;&lt;br /&gt;
:&#039;KEY_P&#039;&lt;br /&gt;
:&#039;KEY_Q&#039;&lt;br /&gt;
:&#039;KEY_R&#039;&lt;br /&gt;
:&#039;KEY_S&#039;&lt;br /&gt;
:&#039;KEY_T&#039;&lt;br /&gt;
:&#039;KEY_U&#039;&lt;br /&gt;
:&#039;KEY_V&#039;&lt;br /&gt;
:&#039;KEY_W&#039;&lt;br /&gt;
:&#039;KEY_X&#039;&lt;br /&gt;
:&#039;KEY_Y&#039;&lt;br /&gt;
:&#039;KEY_Z&#039;&lt;br /&gt;
:&#039;KEY_MINUS&#039;&lt;br /&gt;
:&#039;KEY_EQUAL&#039;&lt;br /&gt;
:&#039;KEY_DIVIDE&#039;&lt;br /&gt;
:&#039;KEY_SLASH&#039;&lt;br /&gt;
:&#039;KEY_SLASH_UK&#039;&lt;br /&gt;
:&#039;KEY_COMMA&#039;&lt;br /&gt;
:&#039;KEY_PERIOD&#039;&lt;br /&gt;
:&#039;KEY_SEMICOL&#039;&lt;br /&gt;
:&#039;KEY_LBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_LAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_ESC&#039;&lt;br /&gt;
:&#039;KEY_ENTER&#039;&lt;br /&gt;
:&#039;KEY_BACKSP&#039;&lt;br /&gt;
:&#039;KEY_TAB&#039;&lt;br /&gt;
:&#039;KEY_SPACEBAR&#039;&lt;br /&gt;
:&#039;KEY_NUMLOCK&#039;&lt;br /&gt;
:&#039;KEY_SCROLLOCK&#039;&lt;br /&gt;
:&#039;KEY_CAPSLOCK&#039;&lt;br /&gt;
:&#039;KEY_LSHIFT&#039;&lt;br /&gt;
:&#039;KEY_RSHIFT&#039;&lt;br /&gt;
:&#039;KEY_LALT&#039;&lt;br /&gt;
:&#039;KEY_RALT&#039;&lt;br /&gt;
:&#039;KEY_LCTRL&#039;&lt;br /&gt;
:&#039;KEY_RCTRL&#039;&lt;br /&gt;
:&#039;KEY_F1&#039;&lt;br /&gt;
:&#039;KEY_F2&#039;&lt;br /&gt;
:&#039;KEY_F3&#039;&lt;br /&gt;
:&#039;KEY_F4&#039;&lt;br /&gt;
:&#039;KEY_F5&#039;&lt;br /&gt;
:&#039;KEY_F6&#039;&lt;br /&gt;
:&#039;KEY_F7&#039;&lt;br /&gt;
:&#039;KEY_F8&#039;&lt;br /&gt;
:&#039;KEY_F9&#039;&lt;br /&gt;
:&#039;KEY_F10&#039;&lt;br /&gt;
:&#039;KEY_F11&#039;&lt;br /&gt;
:&#039;KEY_F12&#039;&lt;br /&gt;
:&#039;KEY_PAD0&#039;&lt;br /&gt;
:&#039;KEY_PAD1&#039;&lt;br /&gt;
:&#039;KEY_PAD2&#039;&lt;br /&gt;
:&#039;KEY_PAD3&#039;&lt;br /&gt;
:&#039;KEY_PAD4&#039;&lt;br /&gt;
:&#039;KEY_PAD5&#039;&lt;br /&gt;
:&#039;KEY_PAD6&#039;&lt;br /&gt;
:&#039;KEY_PAD7&#039;&lt;br /&gt;
:&#039;KEY_PAD8&#039;&lt;br /&gt;
:&#039;KEY_PAD9&#039;&lt;br /&gt;
:&#039;KEY_PADMINUS&#039;&lt;br /&gt;
:&#039;KEY_PADPLUS&#039;&lt;br /&gt;
:&#039;KEY_PADPERIOD&#039;&lt;br /&gt;
:&#039;KEY_PADDIVIDE&#039;&lt;br /&gt;
:&#039;KEY_PADMULTIPLY&#039;&lt;br /&gt;
:&#039;KEY_PADENTER&#039;&lt;br /&gt;
:&#039;KEY_INSERT&#039;&lt;br /&gt;
:&#039;KEY_HOME&#039;&lt;br /&gt;
:&#039;KEY_PAGEUP&#039;&lt;br /&gt;
:&#039;KEY_DELETE&#039;&lt;br /&gt;
:&#039;KEY_END&#039;&lt;br /&gt;
:&#039;KEY_PAGEDOWN&#039;&lt;br /&gt;
:&#039;KEY_UP&#039;&lt;br /&gt;
:&#039;KEY_DOWN&#039;&lt;br /&gt;
:&#039;KEY_LEFT&#039;&lt;br /&gt;
:&#039;KEY_RIGHT&#039;&lt;br /&gt;
:&#039;KEY_PRINT_SCRN&#039;&lt;br /&gt;
:&#039;KEY_PAUSE&#039;&lt;br /&gt;
:&#039;KEY_BREAK&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=64008</id>
		<title>Controlconfigdefaults.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=64008"/>
		<updated>2022-10-12T14:07:05Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* Table of Bindings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit| 2021-02-13 UTC | db2bd97669c949e7d68baa9560192b7d3ad96563}}&lt;br /&gt;
&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;controlconfigdefaults.tbl&#039;&#039;&#039; can be used to modify the default key bindings in FSO.&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigOverride==&lt;br /&gt;
* Starts an Override section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigOverride&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* Only entries that you want to change are required, the rest will use the default binding&lt;br /&gt;
* Entries not listed will be assigned to their default/hardcoded values.&lt;br /&gt;
{{Table371|&lt;br /&gt;
* Multiple #ControlConfigOverride...#End blocks can be provided.&lt;br /&gt;
** Each block defines a separate control config preset&lt;br /&gt;
** The &amp;quot;Defaults&amp;quot; button in the control config screen may be used to reset to the selected preset, then cycle through to the next preset.&lt;br /&gt;
** The first given block is used as the &amp;quot;global&amp;quot; defaults, and is used when working with the key-pressed SEXP and LUA scripts.&lt;br /&gt;
** Note: It&#039;s a good idea to also use [[Strings.tbl]] to change the &amp;quot;Defaults&amp;quot; text on the button to for example &amp;quot;Cycle\nPresets&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigPreset==&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Starts a Preset section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigPreset&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* All keybinds you wish to have bound must be specified, any unspecified keys will be unbound.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
* The name of this control config preset, displayed at the top left corner of the control config screen when selected through the &amp;quot;Defaults&amp;quot; button.&lt;br /&gt;
* If not provided, the first [[#ControlConfigOverride]] block will override the hardcoded defaults, all subsequent blocks will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&lt;br /&gt;
* If not provided, the [[#ControlConfigPreset]] block will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Bind Name:===&lt;br /&gt;
*Name of the bind or action to modify the default key of.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#List of Bindings|List of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Default:====&lt;br /&gt;
*Key to set as default&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]&lt;br /&gt;
{{Table372|&lt;br /&gt;
*May be unbound by specifying &#039;&#039;&#039;NONE&#039;&#039;&#039; instead of a key}}&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Joy Default:====&lt;br /&gt;
*Joystick button to set as default&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Shift:====&lt;br /&gt;
*Sets the key to require the Shift key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Alt:====&lt;br /&gt;
&lt;br /&gt;
*Sets the key to require the Alt key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Ctrl:====&lt;br /&gt;
* Sets the key to require the Ctrl key&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Category:====&lt;br /&gt;
* Tab where the binding appears in the options menu.&lt;br /&gt;
* Valid entries:	TARGET_TAB, SHIP_TAB, WEAPON_TAB, COMPUTER_TAB&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Text:====&lt;br /&gt;
{{Table212|&lt;br /&gt;
* The label of the control to use in the controls config menu.&lt;br /&gt;
* Is overridden by XSTR, if provided&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; This is meant to be a lazy temporary substitution to modifying [[strings.tbl]].  Your released mod should nstill provide its own strings.tbl.&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Has XStr:====&lt;br /&gt;
* Whether or not the binding has an entry in [[strings.tbl]]&lt;br /&gt;
** If &#039;&#039;&#039;0&#039;&#039;&#039;, assumes no XSTR is provided&lt;br /&gt;
** If &#039;&#039;&#039;1&#039;&#039;&#039;, assumes an XSTR is provided alongside the other ControlConfig strings according to its internal, hardcoded index&lt;br /&gt;
{{Table382|&lt;br /&gt;
** If any nonzero integer &amp;gt;1, is the exact XSTR index within [[strings.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Type:====&lt;br /&gt;
*Determines the type of control this is.&lt;br /&gt;
&lt;br /&gt;
*Valid entries:&lt;br /&gt;
**CC_TYPE_TRIGGER&lt;br /&gt;
***Normal control that activates upon the first press. Resetting devices (such as weapons) will keep firing as long as the key/button is held down.&lt;br /&gt;
**CC_TYPE_CONTINUOUS&lt;br /&gt;
***Control that activates when the key/button is held down, and stays activated until the key/button is released. Ex: Afterburner key.&lt;br /&gt;
*Optional&lt;br /&gt;
*Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
*Syntax &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Disable:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines whether the binding can be used and appears in the options menu. Can be used to hide bindings which are not needed, or to enable bindings which are hidden by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Disable====&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Disables the control&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: (No arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
* All [[#ControlConfigOverride]] and [[#ControlConfigPreset]] sections must be terminated by #End&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
This example does the following...&lt;br /&gt;
*Sets Clear Escort List to Alt-Shift-Q&lt;br /&gt;
*Sets Target Target&#039;s Attacker to Ctrl-Alt-Shift-J, moves it to the Ship Tab, denotes it&#039;s type as a trigger and sets it to not have a XString&lt;br /&gt;
*Sets Transfer Energy from Shield to Laser to R&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ControlConfigOverride&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Clear Escort List&lt;br /&gt;
$Key Default:		KEY_Q&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Target Target&#039;s Nearest Attacker&lt;br /&gt;
$Key Default:		KEY_J&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
$Key Mod Ctrl:		1&lt;br /&gt;
$Category:		SHIP_TAB&lt;br /&gt;
$Has XStr:		0&lt;br /&gt;
$TYPE:			CC_TYPE_TRIGGER&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Transfer Energy Shield-&amp;gt;Laser&lt;br /&gt;
$Key Default:		KEY_R&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table of Bindings==&lt;br /&gt;
* This is a table of all possible bindings that can be modified, grouped into smaller tables for easier reference.&lt;br /&gt;
* &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039; column is to be used with &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039; entries, and &#039;&#039;&#039;$Bind:&#039;&#039;&#039; column is to be used with &#039;&#039;&#039;$Bind:&#039;&#039;&#039; entries.&lt;br /&gt;
* These bindings are case-sensitive&lt;br /&gt;
* Controls added after 22.0 might not have a &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039;.  Use the &#039;&#039;&#039;$Bind:&#039;&#039;&#039; identifier instead.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Targeting&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Ship || TARGET_NEXT&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Ship || TARGET_PREV&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Closest Hostile Ship        || TARGET_NEXT_CLOSEST_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Closest Hostile Ship    || TARGET_PREV_CLOSEST_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Targeting                   || TOGGLE_AUTO_TARGETING&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Closest Friendly Ship       || TARGET_NEXT_CLOSEST_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Closest Friendly Ship   || TARGET_PREV_CLOSEST_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| Target Ship in Reticle                  || TARGET_SHIP_IN_RETICLE&lt;br /&gt;
|-&lt;br /&gt;
| Target Targets Nearest Attacker         || TARGET_CLOSEST_SHIP_ATTACKING_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| Target Last Ship to Send Transmission   || TARGET_LAST_TRANMISSION_SENDER&lt;br /&gt;
|-&lt;br /&gt;
| Turn Off Targeting                      || STOP_TARGETING_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Closest Attacking Ship           || TARGET_CLOSEST_SHIP_ATTACKING_SELF&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Escort Ship                 || TARGET_NEXT_ESCORT_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Closest Repair Ship              || TARGET_CLOSEST_REPAIR_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Uninspected Cargo           || TARGET_NEXT_UNINSPECTED_CARGO&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Uninspected Cargo       || TARGET_PREV_UNINSPECTED_CARGO&lt;br /&gt;
|-&lt;br /&gt;
| Target Newest Ship in Area              || TARGET_NEWEST_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Targets Target                   || TARGET_TARGETS_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Hostile Bomb or Bomber      || TARGET_NEXT_BOMB&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Hostile Bomb or Bomber  || TARGET_PREV_BOMB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Targeting Subsystems and Turrets&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Target Subsystem in Reticle      || TARGET_SUBOBJECT_IN_RETICLE&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Subsystem            || TARGET_NEXT_SUBOBJECT&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Subsystem        || TARGET_PREV_SUBOBJECT&lt;br /&gt;
|-&lt;br /&gt;
| Turn Off Targeting of Subsystems || STOP_TARGETING_SUBSYSTEM&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Live Turret          || TARGET_NEXT_LIVE_TURRET&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Live Turret      || TARGET_PREV_LIVE_TURRET&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Weapons&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Fire Primary Weapon                || FIRE_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Fire Secondary Weapon              || FIRE_SECONDARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Forward Primary Weapon       || CYCLE_NEXT_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Backward Primary Weapon      || CYCLE_PREV_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Primary Weapon Firing Rate   || CYCLE_PRIMARY_WEAPON_SEQUENCE&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Secondary Weapon Bank        || CYCLE_SECONDARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Secondary Weapon Firing Rate || CYCLE_NUM_MISSLES&lt;br /&gt;
|-&lt;br /&gt;
| Launch Countermeasure              || LAUNCH_COUNTERMEASURE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Flight Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Forward Thrust     || FORWARD_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Reverse Thrust     || REVERSE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Bank Left          || BANK_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Bank Right         || BANK_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Pitch Forward      || PITCH_FORWARD&lt;br /&gt;
|-&lt;br /&gt;
| Pitch Backward     || PITCH_BACK&lt;br /&gt;
|-&lt;br /&gt;
| Turn Left          || YAW_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Turn Right         || YAW_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Right Thrust       || RIGHT_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Left Thrust        || LEFT_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Up Thrust          || UP_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Down Thrust        || DOWN_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Afterburner        || AFTERBURNER&lt;br /&gt;
|-&lt;br /&gt;
| Glide When Pressed || GLIDE_WHEN_PRESSED&lt;br /&gt;
|-&lt;br /&gt;
| Bank When Pressed  || BANK_WHEN_PRESSED&lt;br /&gt;
|-&lt;br /&gt;
| Match Target Speed || MATCH_TARGET_SPEED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Throttle Control&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Zero        || ZERO_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Max         || MAX_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to One-Third   || ONE_THIRD_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Two-Thirds  || TWO_THIRDS_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Increase Throttle 5 Percent || PLUS_5_PERCENT_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Throttle 5 Percent || MINUS_5_PERCENT_THROTTLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | HUD Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Toggle High HUD Contrast         || TOGGLE_HUD_CONTRAST&lt;br /&gt;
|-&lt;br /&gt;
| Toggle HUD                       || TOGGLE_HUD&lt;br /&gt;
|-&lt;br /&gt;
| Toggle HUD Wireframe Target View || HUD_TARGETBOX_TOGGLE_WIREFRAME&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Radar Range                || RADAR_RANGE_CYCLE&lt;br /&gt;
|-&lt;br /&gt;
| Communications Menu              || SQUADMSG_MENU&lt;br /&gt;
|-&lt;br /&gt;
| Show Objectives                  || SHOW_GOALS&lt;br /&gt;
|-&lt;br /&gt;
| Show Nav Map                     || SHOW_NAVMAP&lt;br /&gt;
|-&lt;br /&gt;
| Add or Remove Escort             || ADD_REMOVE_ESCORT&lt;br /&gt;
|-&lt;br /&gt;
| Clear Escort List                || ESCORT_CLEAR&lt;br /&gt;
|-&lt;br /&gt;
| -                                || TOGGLE_HUD_SHADOWS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Squadmate Messaging&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Attack My Target    || ATTACK_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Disarm My Target    || DISARM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Disable My Target   || DISABLE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Attack My Subsystem || ATTACK_SUBSYSTEM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Capture My Target   || CAPTURE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Engage Enemy        || ENGAGE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Form on My Wing     || FORM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Ignore My Target    || IGNORE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Protect My Target   || PROTECT_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Cover Me            || COVER_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Return to Base      || WARP_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Rearm Me            || REARM_MESSAGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Views&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Chase View                  || VIEW_CHASE&lt;br /&gt;
|-&lt;br /&gt;
| External View               || VIEW_EXTERNAL&lt;br /&gt;
|-&lt;br /&gt;
| Toggle External Camera Lock || VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK&lt;br /&gt;
|-&lt;br /&gt;
| Free Look View              || VIEW_SLEW&lt;br /&gt;
|-&lt;br /&gt;
| Current Target View         || VIEW_OTHER_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Increase View Distance      || VIEW_DIST_INCREASE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease View Distance      || VIEW_DIST_DECREASE&lt;br /&gt;
|-&lt;br /&gt;
| Center View                 || VIEW_CENTER&lt;br /&gt;
|-&lt;br /&gt;
| View Up                     || PADLOCK_UP&lt;br /&gt;
|-&lt;br /&gt;
| View Rear                   || PADLOCK_DOWN&lt;br /&gt;
|-&lt;br /&gt;
| View Left                   || PADLOCK_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| View Right                  || PADLOCK_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Top-Down View               || VIEW_TOPDOWN&lt;br /&gt;
|-&lt;br /&gt;
| Target Padlock View         || VIEW_TRACK_TARGET&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | ETS and Shields&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Increase Weapon Energy        || INCREASE_WEAPON&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Weapon Energy        || DECREASE_WEAPON&lt;br /&gt;
|-&lt;br /&gt;
| Increase Shield Energy        || INCREASE_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Shield Energy        || DECREASE_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Increase Engine Energy        || INCREASE_ENGINE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Engine Energy        || DECREASE_ENGINE&lt;br /&gt;
|-&lt;br /&gt;
| Equalize Energy Settings      || ETS_EQUALIZE&lt;br /&gt;
|-&lt;br /&gt;
| Equalize Shields              || SHIELD_EQUALIZE&lt;br /&gt;
|-&lt;br /&gt;
| Augment Forward Shield        || SHIELD_XFER_TOP&lt;br /&gt;
|-&lt;br /&gt;
| Augment Rear Shield           || SHIELD_XFER_BOTTOM&lt;br /&gt;
|-&lt;br /&gt;
| Augment Left Shield           || SHIELD_XFER_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Augment Right Shield          || SHIELD_XFER_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Transfer Energy Laser-&amp;gt;Shield || XFER_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
| Transfer Energy Shield-&amp;gt;Laser || XFER_LASER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Misc&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Enter Subspace (End Mission) || END_MISSION&lt;br /&gt;
|-&lt;br /&gt;
| Increase Time Compression    || TIME_SPEED_UP&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Time Compression    || TIME_SLOW_DOWN&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Pilot            || AUTO_PILOT_TOGGLE&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Nav Points             || NAV_CYCLE&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Gliding               || TOGGLE_GLIDING&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Speed Matching   || TOGGLE_AUTO_MATCH_TARGET_SPEED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Multiplayer Only&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message All             || MULTI_MESSAGE_ALL&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Friendly        || MULTI_MESSAGE_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Hostile         || MULTI_MESSAGE_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Target          || MULTI_MESSAGE_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Observer Zoom To Target || MULTI_OBSERVER_ZOOM_TO&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Toggle Network info     || MULTI_TOGGLE_NETINFO&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Self Destruct           || MULTI_SELF_DESTRUCT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Custom Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 1 || CUSTOM_CONTROL_1&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 2 || CUSTOM_CONTROL_2&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 3 || CUSTOM_CONTROL_3&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 4 || CUSTOM_CONTROL_4&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 5 || CUSTOM_CONTROL_5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Analog Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_HEADING_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_PITCH_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_BANK_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_ABS_THROTTLE_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_REL_THROTTLE_AXIS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Custom Controls===&lt;br /&gt;
{{Table382|&lt;br /&gt;
* &#039;Custom Control 1&#039;&lt;br /&gt;
* &#039;Custom Control 2&#039;&lt;br /&gt;
* &#039;Custom Control 3&#039;&lt;br /&gt;
* &#039;Custom Control 4&#039;&lt;br /&gt;
* &#039;Custom Control 5&#039;&lt;br /&gt;
&lt;br /&gt;
These are empty controls for modders and/or scripters to use.&lt;br /&gt;
&lt;br /&gt;
Disabled by default&lt;br /&gt;
&lt;br /&gt;
Default XSTR index is 0 (thus, they do not have an entry in [[strings.tbl]])&lt;br /&gt;
&lt;br /&gt;
The default key bindings are Shift-Alt (1-5) for Custom Control 1-5, respectively.&lt;br /&gt;
&lt;br /&gt;
To use these, create a new entry in a [[#ControlConfigOverride]] block and with the respective name. You should specify a label in [[strings.tbl]], otherwise they&#039;ll show up as &amp;quot;Custom Control&amp;quot; in the control config menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* $Bind Name: Custom Control 1&lt;br /&gt;
* $Has XStr: 1570&lt;br /&gt;
* $Disable: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Allowed Keys==&lt;br /&gt;
*Not all keys are checked by FSO for key bindings, so some of these may not work.&lt;br /&gt;
*List coppied from controlsconfigcommon.cpp and edited to make readable.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*List of keys&lt;br /&gt;
:&#039;KEY_0&#039;&lt;br /&gt;
:&#039;KEY_1&#039;&lt;br /&gt;
:&#039;KEY_2&#039;&lt;br /&gt;
:&#039;KEY_3&#039;&lt;br /&gt;
:&#039;KEY_4&#039;&lt;br /&gt;
:&#039;KEY_5&#039;&lt;br /&gt;
:&#039;KEY_6&#039;&lt;br /&gt;
:&#039;KEY_7&#039;&lt;br /&gt;
:&#039;KEY_8&#039;&lt;br /&gt;
:&#039;KEY_9&#039;&lt;br /&gt;
:&#039;KEY_A&#039;&lt;br /&gt;
:&#039;KEY_B&#039;&lt;br /&gt;
:&#039;KEY_C&#039;&lt;br /&gt;
:&#039;KEY_D&#039;&lt;br /&gt;
:&#039;KEY_E&#039;&lt;br /&gt;
:&#039;KEY_F&#039;&lt;br /&gt;
:&#039;KEY_G&#039;&lt;br /&gt;
:&#039;KEY_H&#039;&lt;br /&gt;
:&#039;KEY_I&#039;&lt;br /&gt;
:&#039;KEY_J&#039;&lt;br /&gt;
:&#039;KEY_K&#039;&lt;br /&gt;
:&#039;KEY_L&#039;&lt;br /&gt;
:&#039;KEY_M&#039;&lt;br /&gt;
:&#039;KEY_N&#039;&lt;br /&gt;
:&#039;KEY_O&#039;&lt;br /&gt;
:&#039;KEY_P&#039;&lt;br /&gt;
:&#039;KEY_Q&#039;&lt;br /&gt;
:&#039;KEY_R&#039;&lt;br /&gt;
:&#039;KEY_S&#039;&lt;br /&gt;
:&#039;KEY_T&#039;&lt;br /&gt;
:&#039;KEY_U&#039;&lt;br /&gt;
:&#039;KEY_V&#039;&lt;br /&gt;
:&#039;KEY_W&#039;&lt;br /&gt;
:&#039;KEY_X&#039;&lt;br /&gt;
:&#039;KEY_Y&#039;&lt;br /&gt;
:&#039;KEY_Z&#039;&lt;br /&gt;
:&#039;KEY_MINUS&#039;&lt;br /&gt;
:&#039;KEY_EQUAL&#039;&lt;br /&gt;
:&#039;KEY_DIVIDE&#039;&lt;br /&gt;
:&#039;KEY_SLASH&#039;&lt;br /&gt;
:&#039;KEY_SLASH_UK&#039;&lt;br /&gt;
:&#039;KEY_COMMA&#039;&lt;br /&gt;
:&#039;KEY_PERIOD&#039;&lt;br /&gt;
:&#039;KEY_SEMICOL&#039;&lt;br /&gt;
:&#039;KEY_LBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_LAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_ESC&#039;&lt;br /&gt;
:&#039;KEY_ENTER&#039;&lt;br /&gt;
:&#039;KEY_BACKSP&#039;&lt;br /&gt;
:&#039;KEY_TAB&#039;&lt;br /&gt;
:&#039;KEY_SPACEBAR&#039;&lt;br /&gt;
:&#039;KEY_NUMLOCK&#039;&lt;br /&gt;
:&#039;KEY_SCROLLOCK&#039;&lt;br /&gt;
:&#039;KEY_CAPSLOCK&#039;&lt;br /&gt;
:&#039;KEY_LSHIFT&#039;&lt;br /&gt;
:&#039;KEY_RSHIFT&#039;&lt;br /&gt;
:&#039;KEY_LALT&#039;&lt;br /&gt;
:&#039;KEY_RALT&#039;&lt;br /&gt;
:&#039;KEY_LCTRL&#039;&lt;br /&gt;
:&#039;KEY_RCTRL&#039;&lt;br /&gt;
:&#039;KEY_F1&#039;&lt;br /&gt;
:&#039;KEY_F2&#039;&lt;br /&gt;
:&#039;KEY_F3&#039;&lt;br /&gt;
:&#039;KEY_F4&#039;&lt;br /&gt;
:&#039;KEY_F5&#039;&lt;br /&gt;
:&#039;KEY_F6&#039;&lt;br /&gt;
:&#039;KEY_F7&#039;&lt;br /&gt;
:&#039;KEY_F8&#039;&lt;br /&gt;
:&#039;KEY_F9&#039;&lt;br /&gt;
:&#039;KEY_F10&#039;&lt;br /&gt;
:&#039;KEY_F11&#039;&lt;br /&gt;
:&#039;KEY_F12&#039;&lt;br /&gt;
:&#039;KEY_PAD0&#039;&lt;br /&gt;
:&#039;KEY_PAD1&#039;&lt;br /&gt;
:&#039;KEY_PAD2&#039;&lt;br /&gt;
:&#039;KEY_PAD3&#039;&lt;br /&gt;
:&#039;KEY_PAD4&#039;&lt;br /&gt;
:&#039;KEY_PAD5&#039;&lt;br /&gt;
:&#039;KEY_PAD6&#039;&lt;br /&gt;
:&#039;KEY_PAD7&#039;&lt;br /&gt;
:&#039;KEY_PAD8&#039;&lt;br /&gt;
:&#039;KEY_PAD9&#039;&lt;br /&gt;
:&#039;KEY_PADMINUS&#039;&lt;br /&gt;
:&#039;KEY_PADPLUS&#039;&lt;br /&gt;
:&#039;KEY_PADPERIOD&#039;&lt;br /&gt;
:&#039;KEY_PADDIVIDE&#039;&lt;br /&gt;
:&#039;KEY_PADMULTIPLY&#039;&lt;br /&gt;
:&#039;KEY_PADENTER&#039;&lt;br /&gt;
:&#039;KEY_INSERT&#039;&lt;br /&gt;
:&#039;KEY_HOME&#039;&lt;br /&gt;
:&#039;KEY_PAGEUP&#039;&lt;br /&gt;
:&#039;KEY_DELETE&#039;&lt;br /&gt;
:&#039;KEY_END&#039;&lt;br /&gt;
:&#039;KEY_PAGEDOWN&#039;&lt;br /&gt;
:&#039;KEY_UP&#039;&lt;br /&gt;
:&#039;KEY_DOWN&#039;&lt;br /&gt;
:&#039;KEY_LEFT&#039;&lt;br /&gt;
:&#039;KEY_RIGHT&#039;&lt;br /&gt;
:&#039;KEY_PRINT_SCRN&#039;&lt;br /&gt;
:&#039;KEY_PAUSE&#039;&lt;br /&gt;
:&#039;KEY_BREAK&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=64007</id>
		<title>Controlconfigdefaults.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=64007"/>
		<updated>2022-10-12T14:03:47Z</updated>

		<summary type="html">&lt;p&gt;Z64555: Reformat List of Bindings section into Table of Bindings section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit| 2021-02-13 UTC | db2bd97669c949e7d68baa9560192b7d3ad96563}}&lt;br /&gt;
&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;controlconfigdefaults.tbl&#039;&#039;&#039; can be used to modify the default key bindings in FSO.&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigOverride==&lt;br /&gt;
* Starts an Override section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigOverride&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* Only entries that you want to change are required, the rest will use the default binding&lt;br /&gt;
* Entries not listed will be assigned to their default/hardcoded values.&lt;br /&gt;
{{Table371|&lt;br /&gt;
* Multiple #ControlConfigOverride...#End blocks can be provided.&lt;br /&gt;
** Each block defines a separate control config preset&lt;br /&gt;
** The &amp;quot;Defaults&amp;quot; button in the control config screen may be used to reset to the selected preset, then cycle through to the next preset.&lt;br /&gt;
** The first given block is used as the &amp;quot;global&amp;quot; defaults, and is used when working with the key-pressed SEXP and LUA scripts.&lt;br /&gt;
** Note: It&#039;s a good idea to also use [[Strings.tbl]] to change the &amp;quot;Defaults&amp;quot; text on the button to for example &amp;quot;Cycle\nPresets&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigPreset==&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Starts a Preset section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigPreset&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* All keybinds you wish to have bound must be specified, any unspecified keys will be unbound.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
* The name of this control config preset, displayed at the top left corner of the control config screen when selected through the &amp;quot;Defaults&amp;quot; button.&lt;br /&gt;
* If not provided, the first [[#ControlConfigOverride]] block will override the hardcoded defaults, all subsequent blocks will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&lt;br /&gt;
* If not provided, the [[#ControlConfigPreset]] block will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Bind Name:===&lt;br /&gt;
*Name of the bind or action to modify the default key of.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#List of Bindings|List of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Default:====&lt;br /&gt;
*Key to set as default&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]&lt;br /&gt;
{{Table372|&lt;br /&gt;
*May be unbound by specifying &#039;&#039;&#039;NONE&#039;&#039;&#039; instead of a key}}&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Joy Default:====&lt;br /&gt;
*Joystick button to set as default&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Shift:====&lt;br /&gt;
*Sets the key to require the Shift key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Alt:====&lt;br /&gt;
&lt;br /&gt;
*Sets the key to require the Alt key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Ctrl:====&lt;br /&gt;
* Sets the key to require the Ctrl key&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Category:====&lt;br /&gt;
* Tab where the binding appears in the options menu.&lt;br /&gt;
* Valid entries:	TARGET_TAB, SHIP_TAB, WEAPON_TAB, COMPUTER_TAB&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Text:====&lt;br /&gt;
{{Table212|&lt;br /&gt;
* The label of the control to use in the controls config menu.&lt;br /&gt;
* Is overridden by XSTR, if provided&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; This is meant to be a lazy temporary substitution to modifying [[strings.tbl]].  Your released mod should nstill provide its own strings.tbl.&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Has XStr:====&lt;br /&gt;
* Whether or not the binding has an entry in [[strings.tbl]]&lt;br /&gt;
** If &#039;&#039;&#039;0&#039;&#039;&#039;, assumes no XSTR is provided&lt;br /&gt;
** If &#039;&#039;&#039;1&#039;&#039;&#039;, assumes an XSTR is provided alongside the other ControlConfig strings according to its internal, hardcoded index&lt;br /&gt;
{{Table382|&lt;br /&gt;
** If any nonzero integer &amp;gt;1, is the exact XSTR index within [[strings.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Type:====&lt;br /&gt;
*Determines the type of control this is.&lt;br /&gt;
&lt;br /&gt;
*Valid entries:&lt;br /&gt;
**CC_TYPE_TRIGGER&lt;br /&gt;
***Normal control that activates upon the first press. Resetting devices (such as weapons) will keep firing as long as the key/button is held down.&lt;br /&gt;
**CC_TYPE_CONTINUOUS&lt;br /&gt;
***Control that activates when the key/button is held down, and stays activated until the key/button is released. Ex: Afterburner key.&lt;br /&gt;
*Optional&lt;br /&gt;
*Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
*Syntax &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Disable:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines whether the binding can be used and appears in the options menu. Can be used to hide bindings which are not needed, or to enable bindings which are hidden by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Disable====&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Disables the control&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: (No arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
* All [[#ControlConfigOverride]] and [[#ControlConfigPreset]] sections must be terminated by #End&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
This example does the following...&lt;br /&gt;
*Sets Clear Escort List to Alt-Shift-Q&lt;br /&gt;
*Sets Target Target&#039;s Attacker to Ctrl-Alt-Shift-J, moves it to the Ship Tab, denotes it&#039;s type as a trigger and sets it to not have a XString&lt;br /&gt;
*Sets Transfer Energy from Shield to Laser to R&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ControlConfigOverride&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Clear Escort List&lt;br /&gt;
$Key Default:		KEY_Q&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Target Target&#039;s Nearest Attacker&lt;br /&gt;
$Key Default:		KEY_J&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
$Key Mod Ctrl:		1&lt;br /&gt;
$Category:		SHIP_TAB&lt;br /&gt;
$Has XStr:		0&lt;br /&gt;
$TYPE:			CC_TYPE_TRIGGER&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Transfer Energy Shield-&amp;gt;Laser&lt;br /&gt;
$Key Default:		KEY_R&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Table of Bindings==&lt;br /&gt;
* This is a tableof all possible bindings that can be modified.&lt;br /&gt;
* &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039; column is to be used with &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039; entries, and &#039;&#039;&#039;$Bind:&#039;&#039;&#039; column is to be used with &#039;&#039;&#039;$Bind:&#039;&#039;&#039; entries.&lt;br /&gt;
* These bindings are case-sensitive&lt;br /&gt;
* Controls added after 22.0 might not have a &#039;&#039;&#039;$Bind Name:&#039;&#039;&#039;.  Use the &#039;&#039;&#039;$Bind:&#039;&#039;&#039; identifier instead.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Targeting&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Ship || TARGET_NEXT&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Ship || TARGET_PREV&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Closest Hostile Ship        || TARGET_NEXT_CLOSEST_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Closest Hostile Ship    || TARGET_PREV_CLOSEST_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Targeting                   || TOGGLE_AUTO_TARGETING&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Closest Friendly Ship       || TARGET_NEXT_CLOSEST_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Closest Friendly Ship   || TARGET_PREV_CLOSEST_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| Target Ship in Reticle                  || TARGET_SHIP_IN_RETICLE&lt;br /&gt;
|-&lt;br /&gt;
| Target Targets Nearest Attacker         || TARGET_CLOSEST_SHIP_ATTACKING_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| Target Last Ship to Send Transmission   || TARGET_LAST_TRANMISSION_SENDER&lt;br /&gt;
|-&lt;br /&gt;
| Turn Off Targeting                      || STOP_TARGETING_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Closest Attacking Ship           || TARGET_CLOSEST_SHIP_ATTACKING_SELF&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Escort Ship                 || TARGET_NEXT_ESCORT_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Closest Repair Ship              || TARGET_CLOSEST_REPAIR_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Uninspected Cargo           || TARGET_NEXT_UNINSPECTED_CARGO&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Uninspected Cargo       || TARGET_PREV_UNINSPECTED_CARGO&lt;br /&gt;
|-&lt;br /&gt;
| Target Newest Ship in Area              || TARGET_NEWEST_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Target Targets Target                   || TARGET_TARGETS_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Hostile Bomb or Bomber      || TARGET_NEXT_BOMB&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Hostile Bomb or Bomber  || TARGET_PREV_BOMB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Targeting Subsystems and Turrets&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Target Subsystem in Reticle      || TARGET_SUBOBJECT_IN_RETICLE&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Subsystem            || TARGET_NEXT_SUBOBJECT&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Subsystem        || TARGET_PREV_SUBOBJECT&lt;br /&gt;
|-&lt;br /&gt;
| Turn Off Targeting of Subsystems || STOP_TARGETING_SUBSYSTEM&lt;br /&gt;
|-&lt;br /&gt;
| Target Next Live Turret          || TARGET_NEXT_LIVE_TURRET&lt;br /&gt;
|-&lt;br /&gt;
| Target Previous Live Turret      || TARGET_PREV_LIVE_TURRET&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Weapons&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Fire Primary Weapon                || FIRE_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Fire Secondary Weapon              || FIRE_SECONDARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Forward Primary Weapon       || CYCLE_NEXT_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Backward Primary Weapon      || CYCLE_PREV_PRIMARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Primary Weapon Firing Rate   || CYCLE_PRIMARY_WEAPON_SEQUENCE&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Secondary Weapon Bank        || CYCLE_SECONDARY&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Secondary Weapon Firing Rate || CYCLE_NUM_MISSLES&lt;br /&gt;
|-&lt;br /&gt;
| Launch Countermeasure              || LAUNCH_COUNTERMEASURE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Flight Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Forward Thrust     || FORWARD_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Reverse Thrust     || REVERSE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Bank Left          || BANK_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Bank Right         || BANK_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Pitch Forward      || PITCH_FORWARD&lt;br /&gt;
|-&lt;br /&gt;
| Pitch Backward     || PITCH_BACK&lt;br /&gt;
|-&lt;br /&gt;
| Turn Left          || YAW_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Turn Right         || YAW_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Right Thrust       || RIGHT_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Left Thrust        || LEFT_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Up Thrust          || UP_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Down Thrust        || DOWN_SLIDE_THRUST&lt;br /&gt;
|-&lt;br /&gt;
| Afterburner        || AFTERBURNER&lt;br /&gt;
|-&lt;br /&gt;
| Glide When Pressed || GLIDE_WHEN_PRESSED&lt;br /&gt;
|-&lt;br /&gt;
| Bank When Pressed  || BANK_WHEN_PRESSED&lt;br /&gt;
|-&lt;br /&gt;
| Match Target Speed || MATCH_TARGET_SPEED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Throttle Control&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Zero        || ZERO_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Max         || MAX_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to One-Third   || ONE_THIRD_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Set Throttle to Two-Thirds  || TWO_THIRDS_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Increase Throttle 5 Percent || PLUS_5_PERCENT_THROTTLE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Throttle 5 Percent || MINUS_5_PERCENT_THROTTLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | HUD Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Toggle High HUD Contrast         || TOGGLE_HUD_CONTRAST&lt;br /&gt;
|-&lt;br /&gt;
| Toggle HUD                       || TOGGLE_HUD&lt;br /&gt;
|-&lt;br /&gt;
| Toggle HUD Wireframe Target View || HUD_TARGETBOX_TOGGLE_WIREFRAME&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Radar Range                || RADAR_RANGE_CYCLE&lt;br /&gt;
|-&lt;br /&gt;
| Communications Menu              || SQUADMSG_MENU&lt;br /&gt;
|-&lt;br /&gt;
| Show Objectives                  || SHOW_GOALS&lt;br /&gt;
|-&lt;br /&gt;
| Show Nav Map                     || SHOW_NAVMAP&lt;br /&gt;
|-&lt;br /&gt;
| Add or Remove Escort             || ADD_REMOVE_ESCORT&lt;br /&gt;
|-&lt;br /&gt;
| Clear Escort List                || ESCORT_CLEAR&lt;br /&gt;
|-&lt;br /&gt;
| -                                || TOGGLE_HUD_SHADOWS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Squadmate Messaging&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Attack My Target    || ATTACK_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Disarm My Target    || DISARM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Disable My Target   || DISABLE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Attack My Subsystem || ATTACK_SUBSYSTEM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Capture My Target   || CAPTURE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Engage Enemy        || ENGAGE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Form on My Wing     || FORM_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Ignore My Target    || IGNORE_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Protect My Target   || PROTECT_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Cover Me            || COVER_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Return to Base      || WARP_MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
| Rearm Me            || REARM_MESSAGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Views&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Chase View                  || VIEW_CHASE&lt;br /&gt;
|-&lt;br /&gt;
| External View               || VIEW_EXTERNAL&lt;br /&gt;
|-&lt;br /&gt;
| Toggle External Camera Lock || VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK&lt;br /&gt;
|-&lt;br /&gt;
| Free Look View              || VIEW_SLEW&lt;br /&gt;
|-&lt;br /&gt;
| Current Target View         || VIEW_OTHER_SHIP&lt;br /&gt;
|-&lt;br /&gt;
| Increase View Distance      || VIEW_DIST_INCREASE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease View Distance      || VIEW_DIST_DECREASE&lt;br /&gt;
|-&lt;br /&gt;
| Center View                 || VIEW_CENTER&lt;br /&gt;
|-&lt;br /&gt;
| View Up                     || PADLOCK_UP&lt;br /&gt;
|-&lt;br /&gt;
| View Rear                   || PADLOCK_DOWN&lt;br /&gt;
|-&lt;br /&gt;
| View Left                   || PADLOCK_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| View Right                  || PADLOCK_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Top-Down View               || VIEW_TOPDOWN&lt;br /&gt;
|-&lt;br /&gt;
| Target Padlock View         || VIEW_TRACK_TARGET&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | ETS and Shields&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Increase Weapon Energy        || INCREASE_WEAPON&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Weapon Energy        || DECREASE_WEAPON&lt;br /&gt;
|-&lt;br /&gt;
| Increase Shield Energy        || INCREASE_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Shield Energy        || DECREASE_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Increase Engine Energy        || INCREASE_ENGINE&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Engine Energy        || DECREASE_ENGINE&lt;br /&gt;
|-&lt;br /&gt;
| Equalize Energy Settings      || ETS_EQUALIZE&lt;br /&gt;
|-&lt;br /&gt;
| Equalize Shields              || SHIELD_EQUALIZE&lt;br /&gt;
|-&lt;br /&gt;
| Augment Forward Shield        || SHIELD_XFER_TOP&lt;br /&gt;
|-&lt;br /&gt;
| Augment Rear Shield           || SHIELD_XFER_BOTTOM&lt;br /&gt;
|-&lt;br /&gt;
| Augment Left Shield           || SHIELD_XFER_LEFT&lt;br /&gt;
|-&lt;br /&gt;
| Augment Right Shield          || SHIELD_XFER_RIGHT&lt;br /&gt;
|-&lt;br /&gt;
| Transfer Energy Laser-&amp;gt;Shield || XFER_SHIELD&lt;br /&gt;
|-&lt;br /&gt;
| Transfer Energy Shield-&amp;gt;Laser || XFER_LASER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Misc&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| Enter Subspace (End Mission) || END_MISSION&lt;br /&gt;
|-&lt;br /&gt;
| Increase Time Compression    || TIME_SPEED_UP&lt;br /&gt;
|-&lt;br /&gt;
| Decrease Time Compression    || TIME_SLOW_DOWN&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Pilot            || AUTO_PILOT_TOGGLE&lt;br /&gt;
|-&lt;br /&gt;
| Cycle Nav Points             || NAV_CYCLE&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Gliding               || TOGGLE_GLIDING&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Auto Speed Matching   || TOGGLE_AUTO_MATCH_TARGET_SPEED&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Multiplayer Only&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message All             || MULTI_MESSAGE_ALL&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Friendly        || MULTI_MESSAGE_FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Hostile         || MULTI_MESSAGE_HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Message Target          || MULTI_MESSAGE_TARGET&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Observer Zoom To Target || MULTI_OBSERVER_ZOOM_TO&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Toggle Network info     || MULTI_TOGGLE_NETINFO&lt;br /&gt;
|-&lt;br /&gt;
| (Multiplayer) Self Destruct           || MULTI_SELF_DESTRUCT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Custom Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 1 || CUSTOM_CONTROL_1&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 2 || CUSTOM_CONTROL_2&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 3 || CUSTOM_CONTROL_3&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 4 || CUSTOM_CONTROL_4&lt;br /&gt;
|-&lt;br /&gt;
|  Custom Control 5 || CUSTOM_CONTROL_5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color:white&amp;quot; | Analog Controls&lt;br /&gt;
|-&lt;br /&gt;
! $Bind Name: !! $Bind:&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_HEADING_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_PITCH_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_BANK_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_ABS_THROTTLE_AXIS&lt;br /&gt;
|-&lt;br /&gt;
| - || JOY_REL_THROTTLE_AXIS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Custom Controls===&lt;br /&gt;
{{Table382|&lt;br /&gt;
* &#039;Custom Control 1&#039;&lt;br /&gt;
* &#039;Custom Control 2&#039;&lt;br /&gt;
* &#039;Custom Control 3&#039;&lt;br /&gt;
* &#039;Custom Control 4&#039;&lt;br /&gt;
* &#039;Custom Control 5&#039;&lt;br /&gt;
&lt;br /&gt;
These are empty controls for modders and/or scripters to use.&lt;br /&gt;
&lt;br /&gt;
Disabled by default&lt;br /&gt;
&lt;br /&gt;
Default XSTR index is 0 (thus, they do not have an entry in [[strings.tbl]])&lt;br /&gt;
&lt;br /&gt;
The default key bindings are Shift-Alt (1-5) for Custom Control 1-5, respectively.&lt;br /&gt;
&lt;br /&gt;
To use these, create a new entry in a [[#ControlConfigOverride]] block and with the respective name. You should specify a label in [[strings.tbl]], otherwise they&#039;ll show up as &amp;quot;Custom Control&amp;quot; in the control config menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* $Bind Name: Custom Control 1&lt;br /&gt;
* $Has XStr: 1570&lt;br /&gt;
* $Disable: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Allowed Keys==&lt;br /&gt;
*Not all keys are checked by FSO for key bindings, so some of these may not work.&lt;br /&gt;
*List coppied from controlsconfigcommon.cpp and edited to make readable.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*List of keys&lt;br /&gt;
:&#039;KEY_0&#039;&lt;br /&gt;
:&#039;KEY_1&#039;&lt;br /&gt;
:&#039;KEY_2&#039;&lt;br /&gt;
:&#039;KEY_3&#039;&lt;br /&gt;
:&#039;KEY_4&#039;&lt;br /&gt;
:&#039;KEY_5&#039;&lt;br /&gt;
:&#039;KEY_6&#039;&lt;br /&gt;
:&#039;KEY_7&#039;&lt;br /&gt;
:&#039;KEY_8&#039;&lt;br /&gt;
:&#039;KEY_9&#039;&lt;br /&gt;
:&#039;KEY_A&#039;&lt;br /&gt;
:&#039;KEY_B&#039;&lt;br /&gt;
:&#039;KEY_C&#039;&lt;br /&gt;
:&#039;KEY_D&#039;&lt;br /&gt;
:&#039;KEY_E&#039;&lt;br /&gt;
:&#039;KEY_F&#039;&lt;br /&gt;
:&#039;KEY_G&#039;&lt;br /&gt;
:&#039;KEY_H&#039;&lt;br /&gt;
:&#039;KEY_I&#039;&lt;br /&gt;
:&#039;KEY_J&#039;&lt;br /&gt;
:&#039;KEY_K&#039;&lt;br /&gt;
:&#039;KEY_L&#039;&lt;br /&gt;
:&#039;KEY_M&#039;&lt;br /&gt;
:&#039;KEY_N&#039;&lt;br /&gt;
:&#039;KEY_O&#039;&lt;br /&gt;
:&#039;KEY_P&#039;&lt;br /&gt;
:&#039;KEY_Q&#039;&lt;br /&gt;
:&#039;KEY_R&#039;&lt;br /&gt;
:&#039;KEY_S&#039;&lt;br /&gt;
:&#039;KEY_T&#039;&lt;br /&gt;
:&#039;KEY_U&#039;&lt;br /&gt;
:&#039;KEY_V&#039;&lt;br /&gt;
:&#039;KEY_W&#039;&lt;br /&gt;
:&#039;KEY_X&#039;&lt;br /&gt;
:&#039;KEY_Y&#039;&lt;br /&gt;
:&#039;KEY_Z&#039;&lt;br /&gt;
:&#039;KEY_MINUS&#039;&lt;br /&gt;
:&#039;KEY_EQUAL&#039;&lt;br /&gt;
:&#039;KEY_DIVIDE&#039;&lt;br /&gt;
:&#039;KEY_SLASH&#039;&lt;br /&gt;
:&#039;KEY_SLASH_UK&#039;&lt;br /&gt;
:&#039;KEY_COMMA&#039;&lt;br /&gt;
:&#039;KEY_PERIOD&#039;&lt;br /&gt;
:&#039;KEY_SEMICOL&#039;&lt;br /&gt;
:&#039;KEY_LBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_LAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_ESC&#039;&lt;br /&gt;
:&#039;KEY_ENTER&#039;&lt;br /&gt;
:&#039;KEY_BACKSP&#039;&lt;br /&gt;
:&#039;KEY_TAB&#039;&lt;br /&gt;
:&#039;KEY_SPACEBAR&#039;&lt;br /&gt;
:&#039;KEY_NUMLOCK&#039;&lt;br /&gt;
:&#039;KEY_SCROLLOCK&#039;&lt;br /&gt;
:&#039;KEY_CAPSLOCK&#039;&lt;br /&gt;
:&#039;KEY_LSHIFT&#039;&lt;br /&gt;
:&#039;KEY_RSHIFT&#039;&lt;br /&gt;
:&#039;KEY_LALT&#039;&lt;br /&gt;
:&#039;KEY_RALT&#039;&lt;br /&gt;
:&#039;KEY_LCTRL&#039;&lt;br /&gt;
:&#039;KEY_RCTRL&#039;&lt;br /&gt;
:&#039;KEY_F1&#039;&lt;br /&gt;
:&#039;KEY_F2&#039;&lt;br /&gt;
:&#039;KEY_F3&#039;&lt;br /&gt;
:&#039;KEY_F4&#039;&lt;br /&gt;
:&#039;KEY_F5&#039;&lt;br /&gt;
:&#039;KEY_F6&#039;&lt;br /&gt;
:&#039;KEY_F7&#039;&lt;br /&gt;
:&#039;KEY_F8&#039;&lt;br /&gt;
:&#039;KEY_F9&#039;&lt;br /&gt;
:&#039;KEY_F10&#039;&lt;br /&gt;
:&#039;KEY_F11&#039;&lt;br /&gt;
:&#039;KEY_F12&#039;&lt;br /&gt;
:&#039;KEY_PAD0&#039;&lt;br /&gt;
:&#039;KEY_PAD1&#039;&lt;br /&gt;
:&#039;KEY_PAD2&#039;&lt;br /&gt;
:&#039;KEY_PAD3&#039;&lt;br /&gt;
:&#039;KEY_PAD4&#039;&lt;br /&gt;
:&#039;KEY_PAD5&#039;&lt;br /&gt;
:&#039;KEY_PAD6&#039;&lt;br /&gt;
:&#039;KEY_PAD7&#039;&lt;br /&gt;
:&#039;KEY_PAD8&#039;&lt;br /&gt;
:&#039;KEY_PAD9&#039;&lt;br /&gt;
:&#039;KEY_PADMINUS&#039;&lt;br /&gt;
:&#039;KEY_PADPLUS&#039;&lt;br /&gt;
:&#039;KEY_PADPERIOD&#039;&lt;br /&gt;
:&#039;KEY_PADDIVIDE&#039;&lt;br /&gt;
:&#039;KEY_PADMULTIPLY&#039;&lt;br /&gt;
:&#039;KEY_PADENTER&#039;&lt;br /&gt;
:&#039;KEY_INSERT&#039;&lt;br /&gt;
:&#039;KEY_HOME&#039;&lt;br /&gt;
:&#039;KEY_PAGEUP&#039;&lt;br /&gt;
:&#039;KEY_DELETE&#039;&lt;br /&gt;
:&#039;KEY_END&#039;&lt;br /&gt;
:&#039;KEY_PAGEDOWN&#039;&lt;br /&gt;
:&#039;KEY_UP&#039;&lt;br /&gt;
:&#039;KEY_DOWN&#039;&lt;br /&gt;
:&#039;KEY_LEFT&#039;&lt;br /&gt;
:&#039;KEY_RIGHT&#039;&lt;br /&gt;
:&#039;KEY_PRINT_SCRN&#039;&lt;br /&gt;
:&#039;KEY_PAUSE&#039;&lt;br /&gt;
:&#039;KEY_BREAK&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Launcher_engine_interaction&amp;diff=63834</id>
		<title>Launcher engine interaction</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Launcher_engine_interaction&amp;diff=63834"/>
		<updated>2022-07-13T12:48:31Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* fs2_open.ini */ Add default to ConnectionSpeed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A launcher for the FreeSpace Open engine is responsible for letting the user configure what mod data FSO should use and also how it should use the available hardware (e.g. joysticks or sound devices). It is also important with what flags FSO is started to allow how the game behaves and looks like. In order for this to work, the launcher needs to follow certain conventions which allow FSO to interpret the data the launcher sets for the engine.&lt;br /&gt;
&lt;br /&gt;
This article describes the situation as of FSO version 3.8.0. Previous versions used different configuration mechanisms but those will not be listed here.&lt;br /&gt;
&lt;br /&gt;
=Writing data for the engine to read=&lt;br /&gt;
The engine will look for the files described below in the &amp;quot;preferences&amp;quot; path. This path is determined by using the SDL2 function &amp;lt;tt&amp;gt;SDL_GetPrefPath(&amp;quot;HardLightProductions&amp;quot;, &amp;quot;FreeSpaceOpen&amp;quot;)&amp;lt;/tt&amp;gt;. Newer engine versions have a way of getting this information without having to link against SDL2, see [[#JSON output|JSON output]] for an alternative way of determining this path.&lt;br /&gt;
&lt;br /&gt;
There are two major configuration mechanisms FSO uses for reading data which was set by the launcher:&lt;br /&gt;
&lt;br /&gt;
==data/cmdline_fso.cfg==&lt;br /&gt;
This file should contain all the command line options FSO should use. They should be on a single line and parameters which contain spaces (e.g. mods line &amp;quot;Vassago&#039;s Dirge&amp;quot;) must be enclosed in quotes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
-mod &amp;quot;Vassago&#039;s Dirge,MediaVPs_2014&amp;quot; -nomotiondebris -missile_lighting -3dshockwave -post_process -soft_particles -fxaa -fb_explosions -fb_thrusters -enable_shadows -cache_bitmaps -dualscanlines -targetinfo -orbradar -rearm_timer -ballistic_gauge -3dwarp -snd_preload -nosound -nomovies -fps -window -no_unfocused_pause -benchmark_mode -fxaa_preset 6 -ambient_factor 100 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5 -ogl_spec 20 -bloom_intensity 45&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The available flags should not be hardcoded by the launcher. Instead, it should use [[#Getting a list of supported flags and devices|-get_flags]] for determining which flags are supported by the launcher.&lt;br /&gt;
&lt;br /&gt;
==fs2_open.ini==&lt;br /&gt;
This file contains more &amp;quot;permanent&amp;quot; options and is saved in a standard ini format. The file is separated into multiple &amp;quot;sections&amp;quot; which each contain options specific to that part of the engine:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Default : This is the default section used by FSO if no specific section is selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:; VideocardFs2open&lt;br /&gt;
:: This value determines what display mode FSO will use. It has the following format: &amp;lt;tt&amp;gt;[API]-([width]x[height])x[bits] bit&amp;lt;/tt&amp;gt;. &amp;lt;tt&amp;gt;[API]&amp;lt;/tt&amp;gt; must be exactly 4 characters long. The only valid option here is &amp;quot;OGL &amp;quot; for using the OpenGL API. The other options are pretty obvious. The width and height should match one of the video modes supported by the display (see [[#JSON output|JSON output]] for a way of getting this information without linking against SDL2). The &amp;lt;tt&amp;gt;bits&amp;lt;/tt&amp;gt; parameter should either be 16 or 32 but in almost all cases this should be hard-coded to 32.&lt;br /&gt;
&lt;br /&gt;
:; OGL_AntiAliasSamples&lt;br /&gt;
:: This should be the level of anti-aliasing desired for OpenGL rendering. This should be the multiple of 2 for how many samples should be taken (e.g. a value of 3 means 8x MSAA). If set to 0 anti-aliasing will be disabled. &lt;br /&gt;
:::&#039;&#039;&#039;Note:&#039;&#039;&#039; As of FSO 3.8.0 this option has no effect!&lt;br /&gt;
&lt;br /&gt;
:; TextureFilter&lt;br /&gt;
:: Sets how textures should be filtered. Valid values are 0 for bilinear filtering and 1 for trilinear filtering.&lt;br /&gt;
&lt;br /&gt;
:; OGL_AnisotropicFilter&lt;br /&gt;
:: Specifies the level of anisotropic texture filtering if supported by the OpenGL implementation.&lt;br /&gt;
&lt;br /&gt;
:; CurrentJoystickGUID&lt;br /&gt;
:: Specifies the GUID of the primary joystick. The case of alphabetic characters will be normalized so it doesn&#039;t matter if this string is upper or lower case. This GUID can be determined by using SDL2 or with the [[#JSON output|JSON output]] (if supported by the current build).&lt;br /&gt;
:::&#039;&#039;&#039;Note:&#039;&#039;&#039; This is the part of the legacy method of defining the joystick.  See Joy0GUID and Joy0ID below.&lt;br /&gt;
&lt;br /&gt;
:; CurrentJoystick&lt;br /&gt;
:: Specified the index of the primary joystick. This will only be used if there are multiple joysticks with the same GUID. This is the index used to open the joystick in SDL2 or the index into the joysticks array in the [[#JSON output|JSON output]].  &lt;br /&gt;
:::&#039;&#039;&#039;Note:&#039;&#039;&#039; This is the part of the legacy method of defining the joystick.  See Joy0GUID and Joy0ID below.&lt;br /&gt;
&lt;br /&gt;
:; Joy0ID&lt;br /&gt;
:: As of FSO 22.0, used for defining your first of multiple joysticks.  Get this ID from the ID listed in the exported flags.txt.  For details on how to export visit the [https://wiki.hard-light.net/index.php/Frequently_Asked_Questions_(FAQ) FAQ].&lt;br /&gt;
&lt;br /&gt;
:; Joy0GUID&lt;br /&gt;
:: As of FSO 22.0, used for defining your first of multiple joysticks.  Get this GUID from the GUID listed in the exported flags.txt, matching the entry used for Joy0ID.  For details on how to export visit the wiki&#039;s [https://wiki.hard-light.net/index.php/Frequently_Asked_Questions_(FAQ) FAQ].&lt;br /&gt;
&lt;br /&gt;
:; Joy1ID&lt;br /&gt;
:: Same as Joy0ID, but for defining your second joystick.&lt;br /&gt;
&lt;br /&gt;
:; Joy1GUID&lt;br /&gt;
:: Same as Joy0GUID, but for defining your second joystick.&lt;br /&gt;
&lt;br /&gt;
:; Joy2ID&lt;br /&gt;
:: Same as Joy0ID, but for defining your third joystick.&lt;br /&gt;
&lt;br /&gt;
:; Joy2GUID&lt;br /&gt;
:: Same as Joy0GUID, but for defining your third joystick.&lt;br /&gt;
&lt;br /&gt;
:; Joy3ID&lt;br /&gt;
:: Same as Joy0ID, but for defining your fourth joystick.&lt;br /&gt;
&lt;br /&gt;
:; Joy3GUID&lt;br /&gt;
:: Same as Joy0GUID, but for defining your fourth joystick.&lt;br /&gt;
&lt;br /&gt;
:; LastPlayer&lt;br /&gt;
:: The name of the last pilot used. Used by the engine to determine which pilot should be at the top of the list and pre-loaded.&lt;br /&gt;
&lt;br /&gt;
:; GammaD3D&lt;br /&gt;
:: The gamma (brightness) value to be used to display the game. &lt;br /&gt;
&lt;br /&gt;
:; EnableJoystickFF&lt;br /&gt;
:: Used to determine if force feedback should be enabled if the joystick supports it. If using the [[#JSON output|JSON output]] then it&#039;s possible to determine if a joystick supports this by looking at the &#039;&#039;&#039;is_haptic&#039;&#039;&#039; field of the joystick object.&lt;br /&gt;
&lt;br /&gt;
:; EnableHitEffect&lt;br /&gt;
:: This can be used to enable or disable a directional hit effect if Force Feedback is enabled.&lt;br /&gt;
&lt;br /&gt;
:; Language&lt;br /&gt;
:: Sets the language of the game. Possible values are &amp;quot;English&amp;quot;, &amp;quot;German&amp;quot;, &amp;quot;French&amp;quot;, and &amp;quot;Polish&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:; ForceFullscreen : If set to 1, forces the game to start in full screen mode.&lt;br /&gt;
&lt;br /&gt;
:; ScreenshotNum : The number of screenshots taken by the player.&lt;br /&gt;
&lt;br /&gt;
:; MaxFPS : Used to set the framerate cap for the game. If set to zero, framerate cap is disabled.&lt;br /&gt;
&lt;br /&gt;
:; ForcePort : Used to force a specific port for multiplayer connections&lt;br /&gt;
&lt;br /&gt;
:; ConnectionSpeed&lt;br /&gt;
:: Used for setting how fast the internet connection is. Possible values are &amp;quot;Slow&amp;quot;, &amp;quot;56K&amp;quot;, &amp;quot;ISDN&amp;quot;, &amp;quot;Cable&amp;quot;, and &amp;quot;Fast&amp;quot;.  Defaults to &amp;quot;Fast&amp;quot; for non-windows OS&#039;s.&lt;br /&gt;
&lt;br /&gt;
:; SpeechTechroom : Enables or disables text-to-speech in the techroom. Valid values are 1 and 0. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
:; SpeechBriefings : Enables or disables text-to-speech in the briefings. Valid values are 1 and 0. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
:; SpeechIngame : Enables or disables text-to-speech in game. Valid values are 1 and 0. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
:; SpeechMulti : Enables or disables text-to-speech in the multiplayer. Valid values are 1 and 0. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
:; SpeechVolume : The volume scale of the text-to-speech sound. Should be in the range of 0 to 100.&lt;br /&gt;
&lt;br /&gt;
:; SpeechVoice : Sets which voice to use. See [[#JSON output|JSON output]] for a cross-platform way of determining which voices are available.&lt;br /&gt;
&lt;br /&gt;
:; PXOBanners : Whether or not to use Banners for multiplayer. Valid values are 1 and 0. Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
:; LowMem : Use Low Memory mode (Allows 2d animations to drop frames)&lt;br /&gt;
&lt;br /&gt;
:; ProcessorAffinity : Set which processor should be assigned to the game. Defaults to 2. This setting applies only on Windows.&lt;br /&gt;
&lt;br /&gt;
:; ImageExportNum : The index of the next file to be dds exported from FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Video : Contains options specific to the video display of FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:; Display&lt;br /&gt;
:: Used to choose on which display FSO should be displayed on. The [[#JSON output|JSON output]] contains a list of display detected on the system and their index. Alternatively, SDL2 can be used to enumerate this information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; ForceFeedback : Contains options for configuring the force feedback subsystem of FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:; Strength : A percentage scale of how strong the effect should be. 0 means completely disabled, 100 means full strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Sound : Contains options specific to how sound should be handled in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:; Quality : Specifies the quality of the sound output. The value should be in [1, 3] where 3 is the highest quality and 1 is the lowest.&lt;br /&gt;
&lt;br /&gt;
:; SampleRate : Explicitly specifies the sample rate the OpenAL context should use.&lt;br /&gt;
&lt;br /&gt;
:; EnableEFX : Enables or disables usage of OpenAL EFX.&lt;br /&gt;
&lt;br /&gt;
:; PlaybackDevice : Sets the playback device OpenAL should use. The [[#JSON output|JSON output]] contains a list of available playback devices.&lt;br /&gt;
&lt;br /&gt;
:; CaptureDevice : Sets the capture device OpenAL should use. The [[#JSON output|JSON output]] contains a list of available capture devices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; PXO : Contains settings related to the PXO multiplayer service&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:; Login : The login number for the player&#039;s account&lt;br /&gt;
&lt;br /&gt;
:; Password : The password the player uses for logging into the PXO service (not the account&#039;s password)&lt;br /&gt;
&lt;br /&gt;
:; SquadName : The Squad Name the player uses.&lt;br /&gt;
&lt;br /&gt;
=Getting a list of supported flags and devices=&lt;br /&gt;
As of 3.8.1, FSO has two ways of determining what flags are supported by the engine. The JSON output has more information and should be easier to parse but is only supported by newer builds.&lt;br /&gt;
&lt;br /&gt;
The flags can be queries by passing the &amp;lt;tt&amp;gt;-get_flags&amp;lt;/tt&amp;gt; option to FSO (this should be done directly instead of overwriting &amp;lt;tt&amp;gt;cmdline_fso.cfg&amp;lt;/tt&amp;gt;). When doing this, the command line should also contain the &amp;lt;tt&amp;gt;-parse_cmdline_only&amp;lt;/tt&amp;gt; to make sure that FSO only reads the actual command line and not &amp;lt;tt&amp;gt;cmdline_fso.cfg&amp;lt;/tt&amp;gt;. This avoids issues when &amp;lt;tt&amp;gt;cmdline_fso.cfg&amp;lt;/tt&amp;gt; contains options not supported by the selected FSO binary. Since 3.8.1, &amp;lt;tt&amp;gt;-get_flags&amp;lt;/tt&amp;gt; optionally accepts one string parameter for selecting how the flags data is formatted and where it is written.&lt;br /&gt;
&lt;br /&gt;
If FSO does not support the parameter for &amp;lt;tt&amp;gt;-get_flags&amp;lt;/tt&amp;gt; then it will be ignored silently and the legacy binary format will be used. Every version before 3.8.1 will behave this way. This allows to gracefully degrade to the old legacy behavior if support for older builds is desired. Also, if the build does not support the given &amp;lt;tt&amp;gt;-get_flags&amp;lt;/tt&amp;gt; mode then it will print the string &amp;quot;OUTPUT TYPE NOT SUPPORTED!&amp;quot; to &amp;lt;tt&amp;gt;stdout&amp;lt;/tt&amp;gt; and default to the version 1 of the JSON output. This is designed so that it is easy for a launcher to be notified if the selected format is not supported.&lt;br /&gt;
&lt;br /&gt;
==JSON output==&lt;br /&gt;
This mode for &amp;lt;tt&amp;gt;-get_flags&amp;lt;/tt&amp;gt; was introduced in 3.8.1 and can be enabled by using &amp;quot;json_v1&amp;quot; as the mode parameter &amp;lt;tt&amp;gt;-get_flags&amp;lt;/tt&amp;gt; (e.g. &amp;lt;tt&amp;gt;-get_flags json_v1&amp;lt;/tt&amp;gt;). In this mode FSO will output a JSON formatted data structure to stdout which will contain information about the supported flags and available devices that FSO detected. The object structure of this output is described in the following by using hierarchical lists for symbolizing if an object key is a child of another element. The root of the output will be a JSON object.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;version&amp;quot; : Contains information about the version of this executable.&lt;br /&gt;
:; &amp;quot;full&amp;quot; : The full version string as is displayed in the main menu.&lt;br /&gt;
:; &amp;quot;major&amp;quot; : The major part of the version as an integer number.&lt;br /&gt;
:; &amp;quot;minor&amp;quot; : The minor part of the version as an integer number.&lt;br /&gt;
:; &amp;quot;build&amp;quot; : The build part of the version as an integer number.&lt;br /&gt;
:; &amp;quot;has_revision&amp;quot; : A boolean to indicate if this version has a valid revision part.&lt;br /&gt;
:; &amp;quot;revision&amp;quot; : An integer indicating the revision part of the build version.&lt;br /&gt;
:; &amp;quot;revision_str&amp;quot; : A string indicating the full revision part of the build version. This may contain the Git hash of the commit in the case of nightly builds or something like &amp;quot;RC2&amp;quot; for release candidates.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;easy_flags&amp;quot; : This is an array of the available &amp;quot;Easy flags&amp;quot; configuration names. The flags array will contain two bitfields where a bit at position n (starting from the last significant bit) will reference the entry of this array which is at position n.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;flags&amp;quot; : This is an array of all the flags supported by this binary.&lt;br /&gt;
:; &amp;quot;name&amp;quot; : A string which specifies the name of the flag (e.g. &amp;lt;tt&amp;gt;-soft_particles&amp;lt;/tt&amp;gt;).&lt;br /&gt;
:; &amp;quot;description&amp;quot; : A short description of what this flag does. This should be displayed in the launcher overview.&lt;br /&gt;
:; &amp;quot;fso_only&amp;quot; : A boolean indicating whether this flag is only available in FSO builds or not.&lt;br /&gt;
:; &amp;quot;on_flags&amp;quot; : An integer which represents a bitfield for which easy flags enable this flag. If the bit n is set in this integer then selecting the easy flag at index n will enable this flag. No action should be taken for the bits that are not set in this bitfield.&lt;br /&gt;
:; &amp;quot;off_flags&amp;quot; : An integer which represents a bitfield for which easy flags disable this flag. If the bit n is set in this integer then selecting the easy flag at index n will disable this flag. No action should be taken for the bits that are not set in this bitfield.&lt;br /&gt;
:; &amp;quot;type&amp;quot; : Specifies the category of this flag. Typically all flags with the same category will be grouped together.&lt;br /&gt;
:; &amp;quot;web_url&amp;quot; : Specifies an URL where more information about this flag can be found.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;caps&amp;quot;&lt;br /&gt;
: A string array of what capabilities this build has. The following strings may be present in the array:&lt;br /&gt;
:; OpenAL : This build uses OpenAL for sound.&lt;br /&gt;
:; No D3D : This build has no support for Direct3D rendering, only OpenGL.&lt;br /&gt;
:; New Sound : This build has support for the new, enhanced sound code.&lt;br /&gt;
:; SDL : This build uses SDL on all platforms.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;voices&amp;quot; : An array of all the possible voice names detected by FSO. If a specific voice should be used then to set the &amp;lt;tt&amp;gt;SpeechVoice&amp;lt;/tt&amp;gt; key to the index of that voice in this array.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;displays&amp;quot; : Contains information about all the displays currently connected to the system.&lt;br /&gt;
:; &amp;quot;index&amp;quot; : The index in the array of this display. This should be used for the value of &amp;lt;tt&amp;gt;Video.Display&amp;lt;/tt&amp;gt;&lt;br /&gt;
:; &amp;quot;name&amp;quot; : A more or less human-readable name of this display.&lt;br /&gt;
:; &amp;quot;x&amp;quot; : The x offset of where this display is located. This is only relevant for multi-monitor systems where this value specifies the x-offset relative to the other displays.&lt;br /&gt;
:; &amp;quot;y&amp;quot; : The y offset of where this display is located. This is only relevant for multi-monitor systems where this value specifies the y-offset relative to the other displays.&lt;br /&gt;
:; &amp;quot;width&amp;quot; : The x-resolution of this display.&lt;br /&gt;
:; &amp;quot;height&amp;quot; : The y-resolution of this display.&lt;br /&gt;
:; &amp;quot;modes&amp;quot; : Possible video modes of this display.&lt;br /&gt;
::; &amp;quot;x&amp;quot;: The x-resolution of this video mode.&lt;br /&gt;
::; &amp;quot;y&amp;quot;: The y-resolution of this video mode.&lt;br /&gt;
::; &amp;quot;bits&amp;quot;: The bit depth of this video mode (this is typically 32).&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;openal&amp;quot; : Contains information about detected OpenAL properties and devices.&lt;br /&gt;
:; &amp;quot;version_major&amp;quot; : The major version of OpenAL as detected by FSO.&lt;br /&gt;
:; &amp;quot;version_minor&amp;quot; : The minor version of OpenAL as detected by FSO.&lt;br /&gt;
:; &amp;quot;default_playback&amp;quot; : The default playback device as reported by OpenAL. It is possible that this device does not appear in the playback device list.&lt;br /&gt;
:; &amp;quot;default_capture&amp;quot; : The default capture device as reported by OpenAL. It is possible that this device does not appear in the capture device list.&lt;br /&gt;
:; &amp;quot;playback_devices&amp;quot; : A string array of all the playback devices detected by OpenAL.&lt;br /&gt;
:; &amp;quot;capture_devices&amp;quot; : A string array of all the capture devices detected by OpenAL.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;joysticks&amp;quot; : An array of all the joysticks that FSO detected.&lt;br /&gt;
:; &amp;quot;name&amp;quot; : A string which specifies a human-readable name of this joystick.&lt;br /&gt;
:; &amp;quot;guid&amp;quot; : The GUID (&#039;&#039;&#039;G&#039;&#039;&#039;lobally &#039;&#039;&#039;U&#039;&#039;&#039;nique &#039;&#039;&#039;Id&#039;&#039;&#039;entifier) of this joystick. This should be used for setting &amp;lt;tt&amp;gt;CurrentJoystickGUID&amp;lt;/tt&amp;gt; in &amp;lt;tt&amp;gt;fs2_open.ini&amp;lt;/tt&amp;gt;&lt;br /&gt;
:; &amp;quot;num_axes&amp;quot; : The number of axes detected on this joystick.&lt;br /&gt;
:; &amp;quot;num_balls&amp;quot; : The number of balls detected in this joystick.&lt;br /&gt;
:; &amp;quot;num_buttons&amp;quot; : The number of buttons detected on this joystick.&lt;br /&gt;
:; &amp;quot;num_hats&amp;quot; : The number of hats detected on this joystick.&lt;br /&gt;
:; &amp;quot;is_haptic&amp;quot; : A boolean indicating if this device supports haptic (Force Feedback) effects.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;pref_path&amp;quot; : A string indicating where the preferences path is located.&lt;br /&gt;
&lt;br /&gt;
==Binary output==&lt;br /&gt;
The binary output is basically a dump of the internal data structure used by FSO for representing the supported flags. If &amp;lt;tt&amp;gt;-get_flags&amp;lt;/tt&amp;gt; is called without a parameter or with the parameter &amp;lt;tt&amp;gt;binary&amp;lt;/tt&amp;gt; then this output mode will be chosen. In this mode FSO will create a file called &amp;quot;&amp;lt;tt&amp;gt;flags.lcg&amp;lt;/tt&amp;gt;&amp;quot; in the working directory of the executable and write the binary representation of the flags in that file. The exact format will not be documented here but there are multiple examples of how to parse this (e.g. wxLauncher or Knossos). Please note that the binary format depends on the current architecture and is not normalized to little- or big-endian. Since FSO currently only support x86 based machines this file will always be little endian encoded.&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Launcher_engine_interaction&amp;diff=63831</id>
		<title>Launcher engine interaction</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Launcher_engine_interaction&amp;diff=63831"/>
		<updated>2022-07-13T03:10:54Z</updated>

		<summary type="html">&lt;p&gt;Z64555: Fix typo: missing open paren&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A launcher for the FreeSpace Open engine is responsible for letting the user configure what mod data FSO should use and also how it should use the available hardware (e.g. joysticks or sound devices). It is also important with what flags FSO is started to allow how the game behaves and looks like. In order for this to work, the launcher needs to follow certain conventions which allow FSO to interpret the data the launcher sets for the engine.&lt;br /&gt;
&lt;br /&gt;
This article describes the situation as of FSO version 3.8.0. Previous versions used different configuration mechanisms but those will not be listed here.&lt;br /&gt;
&lt;br /&gt;
=Writing data for the engine to read=&lt;br /&gt;
The engine will look for the files described below in the &amp;quot;preferences&amp;quot; path. This path is determined by using the SDL2 function &amp;lt;tt&amp;gt;SDL_GetPrefPath(&amp;quot;HardLightProductions&amp;quot;, &amp;quot;FreeSpaceOpen&amp;quot;)&amp;lt;/tt&amp;gt;. Newer engine versions have a way of getting this information without having to link against SDL2, see [[#JSON output|JSON output]] for an alternative way of determining this path.&lt;br /&gt;
&lt;br /&gt;
There are two major configuration mechanisms FSO uses for reading data which was set by the launcher:&lt;br /&gt;
&lt;br /&gt;
==data/cmdline_fso.cfg==&lt;br /&gt;
This file should contain all the command line options FSO should use. They should be on a single line and parameters which contain spaces (e.g. mods line &amp;quot;Vassago&#039;s Dirge&amp;quot;) must be enclosed in quotes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
-mod &amp;quot;Vassago&#039;s Dirge,MediaVPs_2014&amp;quot; -nomotiondebris -missile_lighting -3dshockwave -post_process -soft_particles -fxaa -fb_explosions -fb_thrusters -enable_shadows -cache_bitmaps -dualscanlines -targetinfo -orbradar -rearm_timer -ballistic_gauge -3dwarp -snd_preload -nosound -nomovies -fps -window -no_unfocused_pause -benchmark_mode -fxaa_preset 6 -ambient_factor 100 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5 -ogl_spec 20 -bloom_intensity 45&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The available flags should not be hardcoded by the launcher. Instead, it should use [[#Getting a list of supported flags and devices|-get_flags]] for determining which flags are supported by the launcher.&lt;br /&gt;
&lt;br /&gt;
==fs2_open.ini==&lt;br /&gt;
This file contains more &amp;quot;permanent&amp;quot; options and is saved in a standard ini format. The file is separated into multiple &amp;quot;sections&amp;quot; which each contain options specific to that part of the engine:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Default : This is the default section used by FSO if no specific section is selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:; VideocardFs2open&lt;br /&gt;
:: This value determines what display mode FSO will use. It has the following format: &amp;lt;tt&amp;gt;[API]-([width]x[height])x[bits] bit&amp;lt;/tt&amp;gt;. &amp;lt;tt&amp;gt;[API]&amp;lt;/tt&amp;gt; must be exactly 4 characters long. The only valid option here is &amp;quot;OGL &amp;quot; for using the OpenGL API. The other options are pretty obvious. The width and height should match one of the video modes supported by the display (see [[#JSON output|JSON output]] for a way of getting this information without linking against SDL2). The &amp;lt;tt&amp;gt;bits&amp;lt;/tt&amp;gt; parameter should either be 16 or 32 but in almost all cases this should be hard-coded to 32.&lt;br /&gt;
&lt;br /&gt;
:; OGL_AntiAliasSamples&lt;br /&gt;
:: This should be the level of anti-aliasing desired for OpenGL rendering. This should be the multiple of 2 for how many samples should be taken (e.g. a value of 3 means 8x MSAA). If set to 0 anti-aliasing will be disabled. &lt;br /&gt;
:::&#039;&#039;&#039;Note:&#039;&#039;&#039; As of FSO 3.8.0 this option has no effect!&lt;br /&gt;
&lt;br /&gt;
:; TextureFilter&lt;br /&gt;
:: Sets how textures should be filtered. Valid values are 0 for bilinear filtering and 1 for trilinear filtering.&lt;br /&gt;
&lt;br /&gt;
:; OGL_AnisotropicFilter&lt;br /&gt;
:: Specifies the level of anisotropic texture filtering if supported by the OpenGL implementation.&lt;br /&gt;
&lt;br /&gt;
:; CurrentJoystickGUID&lt;br /&gt;
:: Specifies the GUID of the primary joystick. The case of alphabetic characters will be normalized so it doesn&#039;t matter if this string is upper or lower case. This GUID can be determined by using SDL2 or with the [[#JSON output|JSON output]] (if supported by the current build).&lt;br /&gt;
:::&#039;&#039;&#039;Note:&#039;&#039;&#039; This is the part of the legacy method of defining the joystick.  See Joy0GUID and Joy0ID below.&lt;br /&gt;
&lt;br /&gt;
:; CurrentJoystick&lt;br /&gt;
:: Specified the index of the primary joystick. This will only be used if there are multiple joysticks with the same GUID. This is the index used to open the joystick in SDL2 or the index into the joysticks array in the [[#JSON output|JSON output]].  &lt;br /&gt;
:::&#039;&#039;&#039;Note:&#039;&#039;&#039; This is the part of the legacy method of defining the joystick.  See Joy0GUID and Joy0ID below.&lt;br /&gt;
&lt;br /&gt;
:; Joy0ID&lt;br /&gt;
:: As of FSO 22.0, used for defining your first of multiple joysticks.  Get this ID from the ID listed in the exported flags.txt.  For details on how to export visit the [https://wiki.hard-light.net/index.php/Frequently_Asked_Questions_(FAQ) FAQ].&lt;br /&gt;
&lt;br /&gt;
:; Joy0GUID&lt;br /&gt;
:: As of FSO 22.0, used for defining your first of multiple joysticks.  Get this GUID from the GUID listed in the exported flags.txt, matching the entry used for Joy0ID.  For details on how to export visit the wiki&#039;s [https://wiki.hard-light.net/index.php/Frequently_Asked_Questions_(FAQ) FAQ].&lt;br /&gt;
&lt;br /&gt;
:; Joy1ID&lt;br /&gt;
:: Same as Joy0ID, but for defining your second joystick.&lt;br /&gt;
&lt;br /&gt;
:; Joy1GUID&lt;br /&gt;
:: Same as Joy0GUID, but for defining your second joystick.&lt;br /&gt;
&lt;br /&gt;
:; Joy2ID&lt;br /&gt;
:: Same as Joy0ID, but for defining your third joystick.&lt;br /&gt;
&lt;br /&gt;
:; Joy2GUID&lt;br /&gt;
:: Same as Joy0GUID, but for defining your third joystick.&lt;br /&gt;
&lt;br /&gt;
:; Joy3ID&lt;br /&gt;
:: Same as Joy0ID, but for defining your fourth joystick.&lt;br /&gt;
&lt;br /&gt;
:; Joy3GUID&lt;br /&gt;
:: Same as Joy0GUID, but for defining your fourth joystick.&lt;br /&gt;
&lt;br /&gt;
:; LastPlayer&lt;br /&gt;
:: The name of the last pilot used. Used by the engine to determine which pilot should be at the top of the list and pre-loaded.&lt;br /&gt;
&lt;br /&gt;
:; GammaD3D&lt;br /&gt;
:: The gamma (brightness) value to be used to display the game. &lt;br /&gt;
&lt;br /&gt;
:; EnableJoystickFF&lt;br /&gt;
:: Used to determine if force feedback should be enabled if the joystick supports it. If using the [[#JSON output|JSON output]] then it&#039;s possible to determine if a joystick supports this by looking at the &#039;&#039;&#039;is_haptic&#039;&#039;&#039; field of the joystick object.&lt;br /&gt;
&lt;br /&gt;
:; EnableHitEffect&lt;br /&gt;
:: This can be used to enable or disable a directional hit effect if Force Feedback is enabled.&lt;br /&gt;
&lt;br /&gt;
:; Language&lt;br /&gt;
:: Sets the language of the game. Possible values are &amp;quot;English&amp;quot;, &amp;quot;German&amp;quot;, &amp;quot;French&amp;quot;, and &amp;quot;Polish&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:; ForceFullscreen : If set to 1, forces the game to start in full screen mode.&lt;br /&gt;
&lt;br /&gt;
:; ScreenshotNum : The number of screenshots taken by the player.&lt;br /&gt;
&lt;br /&gt;
:; MaxFPS : Used to set the framerate cap for the game. If set to zero, framerate cap is disabled.&lt;br /&gt;
&lt;br /&gt;
:; ForcePort : Used to force a specific port for multiplayer connections&lt;br /&gt;
&lt;br /&gt;
:; ConnectionSpeed&lt;br /&gt;
:: Used for setting how fast the internet connection is. Possible values are &amp;quot;Slow&amp;quot;, &amp;quot;56K&amp;quot;, &amp;quot;ISDN&amp;quot;, &amp;quot;Cable&amp;quot;, and &amp;quot;Fast&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:; SpeechTechroom : Enables or disables text-to-speech in the techroom. Valid values are 1 and 0. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
:; SpeechBriefings : Enables or disables text-to-speech in the briefings. Valid values are 1 and 0. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
:; SpeechIngame : Enables or disables text-to-speech in game. Valid values are 1 and 0. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
:; SpeechMulti : Enables or disables text-to-speech in the multiplayer. Valid values are 1 and 0. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
:; SpeechVolume : The volume scale of the text-to-speech sound. Should be in the range of 0 to 100.&lt;br /&gt;
&lt;br /&gt;
:; SpeechVoice : Sets which voice to use. See [[#JSON output|JSON output]] for a cross-platform way of determining which voices are available.&lt;br /&gt;
&lt;br /&gt;
:; PXOBanners : Whether or not to use Banners for multiplayer. Valid values are 1 and 0. Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
:; LowMem : Use Low Memory mode (Allows 2d animations to drop frames)&lt;br /&gt;
&lt;br /&gt;
:; ProcessorAffinity : Set which processor should be assigned to the game. Defaults to 2. This setting applies only on Windows.&lt;br /&gt;
&lt;br /&gt;
:; ImageExportNum : The index of the next file to be dds exported from FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Video : Contains options specific to the video display of FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:; Display&lt;br /&gt;
:: Used to choose on which display FSO should be displayed on. The [[#JSON output|JSON output]] contains a list of display detected on the system and their index. Alternatively, SDL2 can be used to enumerate this information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; ForceFeedback : Contains options for configuring the force feedback subsystem of FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:; Strength : A percentage scale of how strong the effect should be. 0 means completely disabled, 100 means full strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Sound : Contains options specific to how sound should be handled in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:; Quality : Specifies the quality of the sound output. The value should be in [1, 3] where 3 is the highest quality and 1 is the lowest.&lt;br /&gt;
&lt;br /&gt;
:; SampleRate : Explicitly specifies the sample rate the OpenAL context should use.&lt;br /&gt;
&lt;br /&gt;
:; EnableEFX : Enables or disables usage of OpenAL EFX.&lt;br /&gt;
&lt;br /&gt;
:; PlaybackDevice : Sets the playback device OpenAL should use. The [[#JSON output|JSON output]] contains a list of available playback devices.&lt;br /&gt;
&lt;br /&gt;
:; CaptureDevice : Sets the capture device OpenAL should use. The [[#JSON output|JSON output]] contains a list of available capture devices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; PXO : Contains settings related to the PXO multiplayer service&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:; Login : The login number for the player&#039;s account&lt;br /&gt;
&lt;br /&gt;
:; Password : The password the player uses for logging into the PXO service (not the account&#039;s password)&lt;br /&gt;
&lt;br /&gt;
:; SquadName : The Squad Name the player uses.&lt;br /&gt;
&lt;br /&gt;
=Getting a list of supported flags and devices=&lt;br /&gt;
As of 3.8.1, FSO has two ways of determining what flags are supported by the engine. The JSON output has more information and should be easier to parse but is only supported by newer builds.&lt;br /&gt;
&lt;br /&gt;
The flags can be queries by passing the &amp;lt;tt&amp;gt;-get_flags&amp;lt;/tt&amp;gt; option to FSO (this should be done directly instead of overwriting &amp;lt;tt&amp;gt;cmdline_fso.cfg&amp;lt;/tt&amp;gt;). When doing this, the command line should also contain the &amp;lt;tt&amp;gt;-parse_cmdline_only&amp;lt;/tt&amp;gt; to make sure that FSO only reads the actual command line and not &amp;lt;tt&amp;gt;cmdline_fso.cfg&amp;lt;/tt&amp;gt;. This avoids issues when &amp;lt;tt&amp;gt;cmdline_fso.cfg&amp;lt;/tt&amp;gt; contains options not supported by the selected FSO binary. Since 3.8.1, &amp;lt;tt&amp;gt;-get_flags&amp;lt;/tt&amp;gt; optionally accepts one string parameter for selecting how the flags data is formatted and where it is written.&lt;br /&gt;
&lt;br /&gt;
If FSO does not support the parameter for &amp;lt;tt&amp;gt;-get_flags&amp;lt;/tt&amp;gt; then it will be ignored silently and the legacy binary format will be used. Every version before 3.8.1 will behave this way. This allows to gracefully degrade to the old legacy behavior if support for older builds is desired. Also, if the build does not support the given &amp;lt;tt&amp;gt;-get_flags&amp;lt;/tt&amp;gt; mode then it will print the string &amp;quot;OUTPUT TYPE NOT SUPPORTED!&amp;quot; to &amp;lt;tt&amp;gt;stdout&amp;lt;/tt&amp;gt; and default to the version 1 of the JSON output. This is designed so that it is easy for a launcher to be notified if the selected format is not supported.&lt;br /&gt;
&lt;br /&gt;
==JSON output==&lt;br /&gt;
This mode for &amp;lt;tt&amp;gt;-get_flags&amp;lt;/tt&amp;gt; was introduced in 3.8.1 and can be enabled by using &amp;quot;json_v1&amp;quot; as the mode parameter &amp;lt;tt&amp;gt;-get_flags&amp;lt;/tt&amp;gt; (e.g. &amp;lt;tt&amp;gt;-get_flags json_v1&amp;lt;/tt&amp;gt;). In this mode FSO will output a JSON formatted data structure to stdout which will contain information about the supported flags and available devices that FSO detected. The object structure of this output is described in the following by using hierarchical lists for symbolizing if an object key is a child of another element. The root of the output will be a JSON object.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;version&amp;quot; : Contains information about the version of this executable.&lt;br /&gt;
:; &amp;quot;full&amp;quot; : The full version string as is displayed in the main menu.&lt;br /&gt;
:; &amp;quot;major&amp;quot; : The major part of the version as an integer number.&lt;br /&gt;
:; &amp;quot;minor&amp;quot; : The minor part of the version as an integer number.&lt;br /&gt;
:; &amp;quot;build&amp;quot; : The build part of the version as an integer number.&lt;br /&gt;
:; &amp;quot;has_revision&amp;quot; : A boolean to indicate if this version has a valid revision part.&lt;br /&gt;
:; &amp;quot;revision&amp;quot; : An integer indicating the revision part of the build version.&lt;br /&gt;
:; &amp;quot;revision_str&amp;quot; : A string indicating the full revision part of the build version. This may contain the Git hash of the commit in the case of nightly builds or something like &amp;quot;RC2&amp;quot; for release candidates.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;easy_flags&amp;quot; : This is an array of the available &amp;quot;Easy flags&amp;quot; configuration names. The flags array will contain two bitfields where a bit at position n (starting from the last significant bit) will reference the entry of this array which is at position n.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;flags&amp;quot; : This is an array of all the flags supported by this binary.&lt;br /&gt;
:; &amp;quot;name&amp;quot; : A string which specifies the name of the flag (e.g. &amp;lt;tt&amp;gt;-soft_particles&amp;lt;/tt&amp;gt;).&lt;br /&gt;
:; &amp;quot;description&amp;quot; : A short description of what this flag does. This should be displayed in the launcher overview.&lt;br /&gt;
:; &amp;quot;fso_only&amp;quot; : A boolean indicating whether this flag is only available in FSO builds or not.&lt;br /&gt;
:; &amp;quot;on_flags&amp;quot; : An integer which represents a bitfield for which easy flags enable this flag. If the bit n is set in this integer then selecting the easy flag at index n will enable this flag. No action should be taken for the bits that are not set in this bitfield.&lt;br /&gt;
:; &amp;quot;off_flags&amp;quot; : An integer which represents a bitfield for which easy flags disable this flag. If the bit n is set in this integer then selecting the easy flag at index n will disable this flag. No action should be taken for the bits that are not set in this bitfield.&lt;br /&gt;
:; &amp;quot;type&amp;quot; : Specifies the category of this flag. Typically all flags with the same category will be grouped together.&lt;br /&gt;
:; &amp;quot;web_url&amp;quot; : Specifies an URL where more information about this flag can be found.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;caps&amp;quot;&lt;br /&gt;
: A string array of what capabilities this build has. The following strings may be present in the array:&lt;br /&gt;
:; OpenAL : This build uses OpenAL for sound.&lt;br /&gt;
:; No D3D : This build has no support for Direct3D rendering, only OpenGL.&lt;br /&gt;
:; New Sound : This build has support for the new, enhanced sound code.&lt;br /&gt;
:; SDL : This build uses SDL on all platforms.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;voices&amp;quot; : An array of all the possible voice names detected by FSO. If a specific voice should be used then to set the &amp;lt;tt&amp;gt;SpeechVoice&amp;lt;/tt&amp;gt; key to the index of that voice in this array.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;displays&amp;quot; : Contains information about all the displays currently connected to the system.&lt;br /&gt;
:; &amp;quot;index&amp;quot; : The index in the array of this display. This should be used for the value of &amp;lt;tt&amp;gt;Video.Display&amp;lt;/tt&amp;gt;&lt;br /&gt;
:; &amp;quot;name&amp;quot; : A more or less human-readable name of this display.&lt;br /&gt;
:; &amp;quot;x&amp;quot; : The x offset of where this display is located. This is only relevant for multi-monitor systems where this value specifies the x-offset relative to the other displays.&lt;br /&gt;
:; &amp;quot;y&amp;quot; : The y offset of where this display is located. This is only relevant for multi-monitor systems where this value specifies the y-offset relative to the other displays.&lt;br /&gt;
:; &amp;quot;width&amp;quot; : The x-resolution of this display.&lt;br /&gt;
:; &amp;quot;height&amp;quot; : The y-resolution of this display.&lt;br /&gt;
:; &amp;quot;modes&amp;quot; : Possible video modes of this display.&lt;br /&gt;
::; &amp;quot;x&amp;quot;: The x-resolution of this video mode.&lt;br /&gt;
::; &amp;quot;y&amp;quot;: The y-resolution of this video mode.&lt;br /&gt;
::; &amp;quot;bits&amp;quot;: The bit depth of this video mode (this is typically 32).&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;openal&amp;quot; : Contains information about detected OpenAL properties and devices.&lt;br /&gt;
:; &amp;quot;version_major&amp;quot; : The major version of OpenAL as detected by FSO.&lt;br /&gt;
:; &amp;quot;version_minor&amp;quot; : The minor version of OpenAL as detected by FSO.&lt;br /&gt;
:; &amp;quot;default_playback&amp;quot; : The default playback device as reported by OpenAL. It is possible that this device does not appear in the playback device list.&lt;br /&gt;
:; &amp;quot;default_capture&amp;quot; : The default capture device as reported by OpenAL. It is possible that this device does not appear in the capture device list.&lt;br /&gt;
:; &amp;quot;playback_devices&amp;quot; : A string array of all the playback devices detected by OpenAL.&lt;br /&gt;
:; &amp;quot;capture_devices&amp;quot; : A string array of all the capture devices detected by OpenAL.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;joysticks&amp;quot; : An array of all the joysticks that FSO detected.&lt;br /&gt;
:; &amp;quot;name&amp;quot; : A string which specifies a human-readable name of this joystick.&lt;br /&gt;
:; &amp;quot;guid&amp;quot; : The GUID (&#039;&#039;&#039;G&#039;&#039;&#039;lobally &#039;&#039;&#039;U&#039;&#039;&#039;nique &#039;&#039;&#039;Id&#039;&#039;&#039;entifier) of this joystick. This should be used for setting &amp;lt;tt&amp;gt;CurrentJoystickGUID&amp;lt;/tt&amp;gt; in &amp;lt;tt&amp;gt;fs2_open.ini&amp;lt;/tt&amp;gt;&lt;br /&gt;
:; &amp;quot;num_axes&amp;quot; : The number of axes detected on this joystick.&lt;br /&gt;
:; &amp;quot;num_balls&amp;quot; : The number of balls detected in this joystick.&lt;br /&gt;
:; &amp;quot;num_buttons&amp;quot; : The number of buttons detected on this joystick.&lt;br /&gt;
:; &amp;quot;num_hats&amp;quot; : The number of hats detected on this joystick.&lt;br /&gt;
:; &amp;quot;is_haptic&amp;quot; : A boolean indicating if this device supports haptic (Force Feedback) effects.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;pref_path&amp;quot; : A string indicating where the preferences path is located.&lt;br /&gt;
&lt;br /&gt;
==Binary output==&lt;br /&gt;
The binary output is basically a dump of the internal data structure used by FSO for representing the supported flags. If &amp;lt;tt&amp;gt;-get_flags&amp;lt;/tt&amp;gt; is called without a parameter or with the parameter &amp;lt;tt&amp;gt;binary&amp;lt;/tt&amp;gt; then this output mode will be chosen. In this mode FSO will create a file called &amp;quot;&amp;lt;tt&amp;gt;flags.lcg&amp;lt;/tt&amp;gt;&amp;quot; in the working directory of the executable and write the binary representation of the flags in that file. The exact format will not be documented here but there are multiple examples of how to parse this (e.g. wxLauncher or Knossos). Please note that the binary format depends on the current architecture and is not normalized to little- or big-endian. Since FSO currently only support x86 based machines this file will always be little endian encoded.&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Launcher_engine_interaction&amp;diff=63830</id>
		<title>Launcher engine interaction</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Launcher_engine_interaction&amp;diff=63830"/>
		<updated>2022-07-13T03:06:34Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* fs2_open.ini */ Add newlines to improve seperation between sentances/paragraphs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A launcher for the FreeSpace Open engine is responsible for letting the user configure what mod data FSO should use and also how it should use the available hardware (e.g. joysticks or sound devices). It is also important with what flags FSO is started to allow how the game behaves and looks like. In order for this to work, the launcher needs to follow certain conventions which allow FSO to interpret the data the launcher sets for the engine.&lt;br /&gt;
&lt;br /&gt;
This article describes the situation as of FSO version 3.8.0. Previous versions used different configuration mechanisms but those will not be listed here.&lt;br /&gt;
&lt;br /&gt;
=Writing data for the engine to read=&lt;br /&gt;
The engine will look for the files described below in the &amp;quot;preferences&amp;quot; path. This path is determined by using the SDL2 function &amp;lt;tt&amp;gt;SDL_GetPrefPath(&amp;quot;HardLightProductions&amp;quot;, &amp;quot;FreeSpaceOpen&amp;quot;)&amp;lt;/tt&amp;gt;. Newer engine versions have a way of getting this information without having to link against SDL2, see [[#JSON output|JSON output]] for an alternative way of determining this path.&lt;br /&gt;
&lt;br /&gt;
There are two major configuration mechanisms FSO uses for reading data which was set by the launcher:&lt;br /&gt;
&lt;br /&gt;
==data/cmdline_fso.cfg==&lt;br /&gt;
This file should contain all the command line options FSO should use. They should be on a single line and parameters which contain spaces (e.g. mods line &amp;quot;Vassago&#039;s Dirge&amp;quot;) must be enclosed in quotes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
-mod &amp;quot;Vassago&#039;s Dirge,MediaVPs_2014&amp;quot; -nomotiondebris -missile_lighting -3dshockwave -post_process -soft_particles -fxaa -fb_explosions -fb_thrusters -enable_shadows -cache_bitmaps -dualscanlines -targetinfo -orbradar -rearm_timer -ballistic_gauge -3dwarp -snd_preload -nosound -nomovies -fps -window -no_unfocused_pause -benchmark_mode -fxaa_preset 6 -ambient_factor 100 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5 -ogl_spec 20 -bloom_intensity 45&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The available flags should not be hardcoded by the launcher. Instead, it should use [[#Getting a list of supported flags and devices|-get_flags]] for determining which flags are supported by the launcher.&lt;br /&gt;
&lt;br /&gt;
==fs2_open.ini==&lt;br /&gt;
This file contains more &amp;quot;permanent&amp;quot; options and is saved in a standard ini format. The file is separated into multiple &amp;quot;sections&amp;quot; which each contain options specific to that part of the engine:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Default : This is the default section used by FSO if no specific section is selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:; VideocardFs2open&lt;br /&gt;
:: This value determines what display mode FSO will use. It has the following format: &amp;lt;tt&amp;gt;[API]-([width]x[height])x[bits] bit&amp;lt;/tt&amp;gt;. &amp;lt;tt&amp;gt;[API]&amp;lt;/tt&amp;gt; must be exactly 4 characters long. The only valid option here is &amp;quot;OGL &amp;quot; for using the OpenGL API. The other options are pretty obvious. The width and height should match one of the video modes supported by the display (see [[#JSON output|JSON output]] for a way of getting this information without linking against SDL2). The &amp;lt;tt&amp;gt;bits&amp;lt;/tt&amp;gt; parameter should either be 16 or 32 but in almost all cases this should be hard-coded to 32.&lt;br /&gt;
&lt;br /&gt;
:; OGL_AntiAliasSamples&lt;br /&gt;
:: This should be the level of anti-aliasing desired for OpenGL rendering. This should be the multiple of 2 for how many samples should be taken (e.g. a value of 3 means 8x MSAA). If set to 0 anti-aliasing will be disabled. &lt;br /&gt;
:::&#039;&#039;&#039;Note:&#039;&#039;&#039; As of FSO 3.8.0 this option has no effect!&lt;br /&gt;
&lt;br /&gt;
:; TextureFilter&lt;br /&gt;
:: Sets how textures should be filtered. Valid values are 0 for bilinear filtering and 1 for trilinear filtering.&lt;br /&gt;
&lt;br /&gt;
:; OGL_AnisotropicFilter&lt;br /&gt;
:: Specifies the level of anisotropic texture filtering if supported by the OpenGL implementation.&lt;br /&gt;
&lt;br /&gt;
:; CurrentJoystickGUID&lt;br /&gt;
:: Specifies the GUID of the primary joystick. The case of alphabetic characters will be normalized so it doesn&#039;t matter if this string is upper or lower case. This GUID can be determined by using SDL2 or with the [[#JSON output|JSON output]] if supported by the current build).&lt;br /&gt;
:::&#039;&#039;&#039;Note:&#039;&#039;&#039; This is the part of the legacy method of defining the joystick.  See Joy0GUID and Joy0ID below.&lt;br /&gt;
&lt;br /&gt;
:; CurrentJoystick&lt;br /&gt;
:: Specified the index of the primary joystick. This will only be used if there are multiple joysticks with the same GUID. This is the index used to open the joystick in SDL2 or the index into the joysticks array in the [[#JSON output|JSON output]].  &lt;br /&gt;
:::&#039;&#039;&#039;Note:&#039;&#039;&#039; This is the part of the legacy method of defining the joystick.  See Joy0GUID and Joy0ID below.&lt;br /&gt;
&lt;br /&gt;
:; Joy0ID&lt;br /&gt;
:: As of FSO 22.0, used for defining your first of multiple joysticks.  Get this ID from the ID listed in the exported flags.txt.  For details on how to export visit the [https://wiki.hard-light.net/index.php/Frequently_Asked_Questions_(FAQ) FAQ].&lt;br /&gt;
&lt;br /&gt;
:; Joy0GUID&lt;br /&gt;
:: As of FSO 22.0, used for defining your first of multiple joysticks.  Get this GUID from the GUID listed in the exported flags.txt, matching the entry used for Joy0ID.  For details on how to export visit the wiki&#039;s [https://wiki.hard-light.net/index.php/Frequently_Asked_Questions_(FAQ) FAQ].&lt;br /&gt;
&lt;br /&gt;
:; Joy1ID&lt;br /&gt;
:: Same as Joy0ID, but for defining your second joystick.&lt;br /&gt;
&lt;br /&gt;
:; Joy1GUID&lt;br /&gt;
:: Same as Joy0GUID, but for defining your second joystick.&lt;br /&gt;
&lt;br /&gt;
:; Joy2ID&lt;br /&gt;
:: Same as Joy0ID, but for defining your third joystick.&lt;br /&gt;
&lt;br /&gt;
:; Joy2GUID&lt;br /&gt;
:: Same as Joy0GUID, but for defining your third joystick.&lt;br /&gt;
&lt;br /&gt;
:; Joy3ID&lt;br /&gt;
:: Same as Joy0ID, but for defining your fourth joystick.&lt;br /&gt;
&lt;br /&gt;
:; Joy3GUID&lt;br /&gt;
:: Same as Joy0GUID, but for defining your fourth joystick.&lt;br /&gt;
&lt;br /&gt;
:; LastPlayer&lt;br /&gt;
:: The name of the last pilot used. Used by the engine to determine which pilot should be at the top of the list and pre-loaded.&lt;br /&gt;
&lt;br /&gt;
:; GammaD3D&lt;br /&gt;
:: The gamma (brightness) value to be used to display the game. &lt;br /&gt;
&lt;br /&gt;
:; EnableJoystickFF&lt;br /&gt;
:: Used to determine if force feedback should be enabled if the joystick supports it. If using the [[#JSON output|JSON output]] then it&#039;s possible to determine if a joystick supports this by looking at the &#039;&#039;&#039;is_haptic&#039;&#039;&#039; field of the joystick object.&lt;br /&gt;
&lt;br /&gt;
:; EnableHitEffect&lt;br /&gt;
:: This can be used to enable or disable a directional hit effect if Force Feedback is enabled.&lt;br /&gt;
&lt;br /&gt;
:; Language&lt;br /&gt;
:: Sets the language of the game. Possible values are &amp;quot;English&amp;quot;, &amp;quot;German&amp;quot;, &amp;quot;French&amp;quot;, and &amp;quot;Polish&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:; ForceFullscreen : If set to 1, forces the game to start in full screen mode.&lt;br /&gt;
&lt;br /&gt;
:; ScreenshotNum : The number of screenshots taken by the player.&lt;br /&gt;
&lt;br /&gt;
:; MaxFPS : Used to set the framerate cap for the game. If set to zero, framerate cap is disabled.&lt;br /&gt;
&lt;br /&gt;
:; ForcePort : Used to force a specific port for multiplayer connections&lt;br /&gt;
&lt;br /&gt;
:; ConnectionSpeed&lt;br /&gt;
:: Used for setting how fast the internet connection is. Possible values are &amp;quot;Slow&amp;quot;, &amp;quot;56K&amp;quot;, &amp;quot;ISDN&amp;quot;, &amp;quot;Cable&amp;quot;, and &amp;quot;Fast&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:; SpeechTechroom : Enables or disables text-to-speech in the techroom. Valid values are 1 and 0. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
:; SpeechBriefings : Enables or disables text-to-speech in the briefings. Valid values are 1 and 0. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
:; SpeechIngame : Enables or disables text-to-speech in game. Valid values are 1 and 0. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
:; SpeechMulti : Enables or disables text-to-speech in the multiplayer. Valid values are 1 and 0. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
:; SpeechVolume : The volume scale of the text-to-speech sound. Should be in the range of 0 to 100.&lt;br /&gt;
&lt;br /&gt;
:; SpeechVoice : Sets which voice to use. See [[#JSON output|JSON output]] for a cross-platform way of determining which voices are available.&lt;br /&gt;
&lt;br /&gt;
:; PXOBanners : Whether or not to use Banners for multiplayer. Valid values are 1 and 0. Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
:; LowMem : Use Low Memory mode (Allows 2d animations to drop frames)&lt;br /&gt;
&lt;br /&gt;
:; ProcessorAffinity : Set which processor should be assigned to the game. Defaults to 2. This setting applies only on Windows.&lt;br /&gt;
&lt;br /&gt;
:; ImageExportNum : The index of the next file to be dds exported from FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Video : Contains options specific to the video display of FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:; Display&lt;br /&gt;
:: Used to choose on which display FSO should be displayed on. The [[#JSON output|JSON output]] contains a list of display detected on the system and their index. Alternatively, SDL2 can be used to enumerate this information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; ForceFeedback : Contains options for configuring the force feedback subsystem of FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:; Strength : A percentage scale of how strong the effect should be. 0 means completely disabled, 100 means full strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Sound : Contains options specific to how sound should be handled in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:; Quality : Specifies the quality of the sound output. The value should be in [1, 3] where 3 is the highest quality and 1 is the lowest.&lt;br /&gt;
&lt;br /&gt;
:; SampleRate : Explicitly specifies the sample rate the OpenAL context should use.&lt;br /&gt;
&lt;br /&gt;
:; EnableEFX : Enables or disables usage of OpenAL EFX.&lt;br /&gt;
&lt;br /&gt;
:; PlaybackDevice : Sets the playback device OpenAL should use. The [[#JSON output|JSON output]] contains a list of available playback devices.&lt;br /&gt;
&lt;br /&gt;
:; CaptureDevice : Sets the capture device OpenAL should use. The [[#JSON output|JSON output]] contains a list of available capture devices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; PXO : Contains settings related to the PXO multiplayer service&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:; Login : The login number for the player&#039;s account&lt;br /&gt;
&lt;br /&gt;
:; Password : The password the player uses for logging into the PXO service (not the account&#039;s password)&lt;br /&gt;
&lt;br /&gt;
:; SquadName : The Squad Name the player uses.&lt;br /&gt;
&lt;br /&gt;
=Getting a list of supported flags and devices=&lt;br /&gt;
As of 3.8.1, FSO has two ways of determining what flags are supported by the engine. The JSON output has more information and should be easier to parse but is only supported by newer builds.&lt;br /&gt;
&lt;br /&gt;
The flags can be queries by passing the &amp;lt;tt&amp;gt;-get_flags&amp;lt;/tt&amp;gt; option to FSO (this should be done directly instead of overwriting &amp;lt;tt&amp;gt;cmdline_fso.cfg&amp;lt;/tt&amp;gt;). When doing this, the command line should also contain the &amp;lt;tt&amp;gt;-parse_cmdline_only&amp;lt;/tt&amp;gt; to make sure that FSO only reads the actual command line and not &amp;lt;tt&amp;gt;cmdline_fso.cfg&amp;lt;/tt&amp;gt;. This avoids issues when &amp;lt;tt&amp;gt;cmdline_fso.cfg&amp;lt;/tt&amp;gt; contains options not supported by the selected FSO binary. Since 3.8.1, &amp;lt;tt&amp;gt;-get_flags&amp;lt;/tt&amp;gt; optionally accepts one string parameter for selecting how the flags data is formatted and where it is written.&lt;br /&gt;
&lt;br /&gt;
If FSO does not support the parameter for &amp;lt;tt&amp;gt;-get_flags&amp;lt;/tt&amp;gt; then it will be ignored silently and the legacy binary format will be used. Every version before 3.8.1 will behave this way. This allows to gracefully degrade to the old legacy behavior if support for older builds is desired. Also, if the build does not support the given &amp;lt;tt&amp;gt;-get_flags&amp;lt;/tt&amp;gt; mode then it will print the string &amp;quot;OUTPUT TYPE NOT SUPPORTED!&amp;quot; to &amp;lt;tt&amp;gt;stdout&amp;lt;/tt&amp;gt; and default to the version 1 of the JSON output. This is designed so that it is easy for a launcher to be notified if the selected format is not supported.&lt;br /&gt;
&lt;br /&gt;
==JSON output==&lt;br /&gt;
This mode for &amp;lt;tt&amp;gt;-get_flags&amp;lt;/tt&amp;gt; was introduced in 3.8.1 and can be enabled by using &amp;quot;json_v1&amp;quot; as the mode parameter &amp;lt;tt&amp;gt;-get_flags&amp;lt;/tt&amp;gt; (e.g. &amp;lt;tt&amp;gt;-get_flags json_v1&amp;lt;/tt&amp;gt;). In this mode FSO will output a JSON formatted data structure to stdout which will contain information about the supported flags and available devices that FSO detected. The object structure of this output is described in the following by using hierarchical lists for symbolizing if an object key is a child of another element. The root of the output will be a JSON object.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;version&amp;quot; : Contains information about the version of this executable.&lt;br /&gt;
:; &amp;quot;full&amp;quot; : The full version string as is displayed in the main menu.&lt;br /&gt;
:; &amp;quot;major&amp;quot; : The major part of the version as an integer number.&lt;br /&gt;
:; &amp;quot;minor&amp;quot; : The minor part of the version as an integer number.&lt;br /&gt;
:; &amp;quot;build&amp;quot; : The build part of the version as an integer number.&lt;br /&gt;
:; &amp;quot;has_revision&amp;quot; : A boolean to indicate if this version has a valid revision part.&lt;br /&gt;
:; &amp;quot;revision&amp;quot; : An integer indicating the revision part of the build version.&lt;br /&gt;
:; &amp;quot;revision_str&amp;quot; : A string indicating the full revision part of the build version. This may contain the Git hash of the commit in the case of nightly builds or something like &amp;quot;RC2&amp;quot; for release candidates.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;easy_flags&amp;quot; : This is an array of the available &amp;quot;Easy flags&amp;quot; configuration names. The flags array will contain two bitfields where a bit at position n (starting from the last significant bit) will reference the entry of this array which is at position n.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;flags&amp;quot; : This is an array of all the flags supported by this binary.&lt;br /&gt;
:; &amp;quot;name&amp;quot; : A string which specifies the name of the flag (e.g. &amp;lt;tt&amp;gt;-soft_particles&amp;lt;/tt&amp;gt;).&lt;br /&gt;
:; &amp;quot;description&amp;quot; : A short description of what this flag does. This should be displayed in the launcher overview.&lt;br /&gt;
:; &amp;quot;fso_only&amp;quot; : A boolean indicating whether this flag is only available in FSO builds or not.&lt;br /&gt;
:; &amp;quot;on_flags&amp;quot; : An integer which represents a bitfield for which easy flags enable this flag. If the bit n is set in this integer then selecting the easy flag at index n will enable this flag. No action should be taken for the bits that are not set in this bitfield.&lt;br /&gt;
:; &amp;quot;off_flags&amp;quot; : An integer which represents a bitfield for which easy flags disable this flag. If the bit n is set in this integer then selecting the easy flag at index n will disable this flag. No action should be taken for the bits that are not set in this bitfield.&lt;br /&gt;
:; &amp;quot;type&amp;quot; : Specifies the category of this flag. Typically all flags with the same category will be grouped together.&lt;br /&gt;
:; &amp;quot;web_url&amp;quot; : Specifies an URL where more information about this flag can be found.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;caps&amp;quot;&lt;br /&gt;
: A string array of what capabilities this build has. The following strings may be present in the array:&lt;br /&gt;
:; OpenAL : This build uses OpenAL for sound.&lt;br /&gt;
:; No D3D : This build has no support for Direct3D rendering, only OpenGL.&lt;br /&gt;
:; New Sound : This build has support for the new, enhanced sound code.&lt;br /&gt;
:; SDL : This build uses SDL on all platforms.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;voices&amp;quot; : An array of all the possible voice names detected by FSO. If a specific voice should be used then to set the &amp;lt;tt&amp;gt;SpeechVoice&amp;lt;/tt&amp;gt; key to the index of that voice in this array.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;displays&amp;quot; : Contains information about all the displays currently connected to the system.&lt;br /&gt;
:; &amp;quot;index&amp;quot; : The index in the array of this display. This should be used for the value of &amp;lt;tt&amp;gt;Video.Display&amp;lt;/tt&amp;gt;&lt;br /&gt;
:; &amp;quot;name&amp;quot; : A more or less human-readable name of this display.&lt;br /&gt;
:; &amp;quot;x&amp;quot; : The x offset of where this display is located. This is only relevant for multi-monitor systems where this value specifies the x-offset relative to the other displays.&lt;br /&gt;
:; &amp;quot;y&amp;quot; : The y offset of where this display is located. This is only relevant for multi-monitor systems where this value specifies the y-offset relative to the other displays.&lt;br /&gt;
:; &amp;quot;width&amp;quot; : The x-resolution of this display.&lt;br /&gt;
:; &amp;quot;height&amp;quot; : The y-resolution of this display.&lt;br /&gt;
:; &amp;quot;modes&amp;quot; : Possible video modes of this display.&lt;br /&gt;
::; &amp;quot;x&amp;quot;: The x-resolution of this video mode.&lt;br /&gt;
::; &amp;quot;y&amp;quot;: The y-resolution of this video mode.&lt;br /&gt;
::; &amp;quot;bits&amp;quot;: The bit depth of this video mode (this is typically 32).&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;openal&amp;quot; : Contains information about detected OpenAL properties and devices.&lt;br /&gt;
:; &amp;quot;version_major&amp;quot; : The major version of OpenAL as detected by FSO.&lt;br /&gt;
:; &amp;quot;version_minor&amp;quot; : The minor version of OpenAL as detected by FSO.&lt;br /&gt;
:; &amp;quot;default_playback&amp;quot; : The default playback device as reported by OpenAL. It is possible that this device does not appear in the playback device list.&lt;br /&gt;
:; &amp;quot;default_capture&amp;quot; : The default capture device as reported by OpenAL. It is possible that this device does not appear in the capture device list.&lt;br /&gt;
:; &amp;quot;playback_devices&amp;quot; : A string array of all the playback devices detected by OpenAL.&lt;br /&gt;
:; &amp;quot;capture_devices&amp;quot; : A string array of all the capture devices detected by OpenAL.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;joysticks&amp;quot; : An array of all the joysticks that FSO detected.&lt;br /&gt;
:; &amp;quot;name&amp;quot; : A string which specifies a human-readable name of this joystick.&lt;br /&gt;
:; &amp;quot;guid&amp;quot; : The GUID (&#039;&#039;&#039;G&#039;&#039;&#039;lobally &#039;&#039;&#039;U&#039;&#039;&#039;nique &#039;&#039;&#039;Id&#039;&#039;&#039;entifier) of this joystick. This should be used for setting &amp;lt;tt&amp;gt;CurrentJoystickGUID&amp;lt;/tt&amp;gt; in &amp;lt;tt&amp;gt;fs2_open.ini&amp;lt;/tt&amp;gt;&lt;br /&gt;
:; &amp;quot;num_axes&amp;quot; : The number of axes detected on this joystick.&lt;br /&gt;
:; &amp;quot;num_balls&amp;quot; : The number of balls detected in this joystick.&lt;br /&gt;
:; &amp;quot;num_buttons&amp;quot; : The number of buttons detected on this joystick.&lt;br /&gt;
:; &amp;quot;num_hats&amp;quot; : The number of hats detected on this joystick.&lt;br /&gt;
:; &amp;quot;is_haptic&amp;quot; : A boolean indicating if this device supports haptic (Force Feedback) effects.&lt;br /&gt;
&lt;br /&gt;
; &amp;quot;pref_path&amp;quot; : A string indicating where the preferences path is located.&lt;br /&gt;
&lt;br /&gt;
==Binary output==&lt;br /&gt;
The binary output is basically a dump of the internal data structure used by FSO for representing the supported flags. If &amp;lt;tt&amp;gt;-get_flags&amp;lt;/tt&amp;gt; is called without a parameter or with the parameter &amp;lt;tt&amp;gt;binary&amp;lt;/tt&amp;gt; then this output mode will be chosen. In this mode FSO will create a file called &amp;quot;&amp;lt;tt&amp;gt;flags.lcg&amp;lt;/tt&amp;gt;&amp;quot; in the working directory of the executable and write the binary representation of the flags in that file. The exact format will not be documented here but there are multiple examples of how to parse this (e.g. wxLauncher or Knossos). Please note that the binary format depends on the current architecture and is not normalized to little- or big-endian. Since FSO currently only support x86 based machines this file will always be little endian encoded.&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63794</id>
		<title>Frequently Asked Questions (FAQ)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63794"/>
		<updated>2022-06-01T14:12:02Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* Windows Tutorial for obtaining the GUID */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains answers to questions that may be asked when playing newer versions of FSO.  They are usually questions related to new behaviors not present in older version or vanilla FreeSpace, and are often questions that don&#039;t have a simple one-line answer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Why are my bindings back to defaults?===&lt;br /&gt;
If you created or played with a pilot on FSO 22.0 or later, your bindings were moved into files known as &amp;quot;presets&amp;quot; which are saved in a sub directory of your players folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Users\z64555\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\players\presets&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The reason why your bindings are back to defaults in pre-22.0 version is because:&lt;br /&gt;
&lt;br /&gt;
1. Older versions of FSO still require that the pilot have bindings in them, or else FSO will crash because it doesn&#039;t know how to handle a pilot with missing data.&lt;br /&gt;
&lt;br /&gt;
2. To prevent having a new preset generated each time the same pilot is used across pre- and post-22.0 versions of FSO, the bindings within the pilot are forced to the defaults.&lt;br /&gt;
* The bindings that were originally saved are still safe within the &#039;&#039;&#039;&#039;&#039;\presets&#039;&#039;&#039;&#039;&#039; sub directory.&lt;br /&gt;
&lt;br /&gt;
Related Github issue: [https://github.com/scp-fs2open/fs2open.github.com/issues/3902 Issue 3902]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Why can&#039;t I use my pilot with different versions of FSO?===&lt;br /&gt;
Our pilot file handling code has improved over the years to allow new data to be added to the pilot file, but we still haven&#039;t managed to get it in a perfect state due to a lack of manpower and interest.&lt;br /&gt;
&lt;br /&gt;
Pilot files might be still usable across different versions of FSO, but this can not be guaranteed at this point in time.  When in doubt, it is always recommended that you make a clone of your pilot and use the clone for that version of FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Can I use multiple joysticks in FSO?===&lt;br /&gt;
As of FSO version 22.0, players are now able to assign up to 4 independent joysticks, gamepads, throttles, or game controllers; independently assign the mouse to controls; can assign a primary input binding and a secondary input binding from two different joysticks per control.&lt;br /&gt;
&lt;br /&gt;
In order to make use of this capability, you must use a compatible launcher or manually set the joystick ID and GUID&#039;s within your &#039;&#039;&#039;fs2_open.ini&#039;&#039;&#039; file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Where is the fs2_open.ini file?====&lt;br /&gt;
This may be found within AppData.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Users\z64555\AppData\Roaming\HardLightProductions\FreeSpaceOpen\fs2_open.ini&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====How do I assign my joysticks in the fs2_open.ini?====&lt;br /&gt;
Add the following keys to your .ini, underneath the &#039;&#039;&#039;[Default]&#039;&#039;&#039; section:&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy0ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy0GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy1ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy1GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy2ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy2GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy3ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy3GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joy0&#039;&#039;&#039; is effectively the same as &#039;&#039;&#039;CurrentJoystick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Where do I get the Joystick ID&#039;s and GUID&#039;s?====&lt;br /&gt;
{{Note|For best reliability, the GUID&#039;s must be obtained from FSO itself, not from any other third-party app.}}&lt;br /&gt;
&lt;br /&gt;
This is the most difficult part of manually assigning the joysticks, depending on your operating system and familiarity with command prompt/ shell.  Essentially, you&#039;ll want to run FSO with the &#039;&#039;&#039;-get_flags json_v1&#039;&#039;&#039; commandline flag from the command prompt, power shell, or bash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Games\FreespaceOpen\bin\FSO-22.0.0\windows\x64&amp;gt; fs2_open_22_0_0_x64_SSE2.exe -get_flags json_v1 &amp;gt; flags.txt&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Windows users will probably also need to set the &#039;&#039;&#039;FSO_KEEP_STDOUT&#039;&#039;&#039; environment variable, due to its tendency to shut down the STDOUT streams to console when the application is identified as a WINDOWS application (as opposed to a CONSOLE application), in which case they should try the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;cmd /V /C &amp;quot;set FSO_KEEP_STDOUT=1&amp;amp;&amp;amp; fs2_open_22_0_0_x64_SSE2.exe -get_flags json_v1 &amp;gt; flags.txt&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you have a flags.txt file created, look for a section that looks like this:&lt;br /&gt;
&lt;br /&gt;
  {&lt;br /&gt;
    &amp;quot;joysticks&amp;quot;: [&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Joystick Name&amp;quot;,&lt;br /&gt;
        &amp;quot;guid&amp;quot;: &amp;quot;03000000EFBE00006D04000000000000&amp;quot;,&lt;br /&gt;
        &amp;quot;id&amp;quot;: 0,&lt;br /&gt;
        &amp;quot;device&amp;quot;: 0&lt;br /&gt;
      }&lt;br /&gt;
    ]&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
Use the &amp;quot;guid&amp;quot; and &amp;quot;id&amp;quot; key values to assign that joystick to Joy0, Joy1, Joy2, or Joy3 respectively.&lt;br /&gt;
&lt;br /&gt;
=====Windows Tutorial for obtaining the GUID=====&lt;br /&gt;
#  Navigate to your FSO installation using File Explorer.  If you&#039;re using Knossos, then this directory is the same as &amp;quot;Library Path&amp;quot; within Knossos&#039;s settings.&lt;br /&gt;
#  Right click the address bar within File Explorer and &amp;quot;Copy the Address as Text&amp;quot;&lt;br /&gt;
#  Open the command prompt from the start menu:&lt;br /&gt;
#* Open the start menu,&lt;br /&gt;
#* Type in &amp;quot;prompt&amp;quot;,&lt;br /&gt;
#* and then left click on &amp;quot;Command Prompt&amp;quot;&lt;br /&gt;
#  In the command prompt window, type in &amp;quot;cd /D &amp;quot; (without the quotes), with a space after the D. Then, right click on the command prompt and Paste the address you copied from before.  Hit the Enter key to execute the cd command.  The prompt should then show the address text again with &amp;quot;&amp;gt;&amp;quot; as the last character to show that its now in that directory.&lt;br /&gt;
#  In the command prompt, type in &amp;quot;dir&amp;quot; and hit enter to execute the dir command, which should show you a list of all files and folders within the directory.  Confirm that your fs2_open.exe is in there.&lt;br /&gt;
#  Follow the directions outlined in [[#Where do I get the Joystick ID&#039;s and GUID&#039;s?]],  Using the full name of your fs2_open.exe should it differ from the instructions.&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63793</id>
		<title>Frequently Asked Questions (FAQ)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63793"/>
		<updated>2022-06-01T14:01:14Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* Windows Tutorial for obtaining the GUID */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains answers to questions that may be asked when playing newer versions of FSO.  They are usually questions related to new behaviors not present in older version or vanilla FreeSpace, and are often questions that don&#039;t have a simple one-line answer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Why are my bindings back to defaults?===&lt;br /&gt;
If you created or played with a pilot on FSO 22.0 or later, your bindings were moved into files known as &amp;quot;presets&amp;quot; which are saved in a sub directory of your players folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Users\z64555\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\players\presets&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The reason why your bindings are back to defaults in pre-22.0 version is because:&lt;br /&gt;
&lt;br /&gt;
1. Older versions of FSO still require that the pilot have bindings in them, or else FSO will crash because it doesn&#039;t know how to handle a pilot with missing data.&lt;br /&gt;
&lt;br /&gt;
2. To prevent having a new preset generated each time the same pilot is used across pre- and post-22.0 versions of FSO, the bindings within the pilot are forced to the defaults.&lt;br /&gt;
* The bindings that were originally saved are still safe within the &#039;&#039;&#039;&#039;&#039;\presets&#039;&#039;&#039;&#039;&#039; sub directory.&lt;br /&gt;
&lt;br /&gt;
Related Github issue: [https://github.com/scp-fs2open/fs2open.github.com/issues/3902 Issue 3902]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Why can&#039;t I use my pilot with different versions of FSO?===&lt;br /&gt;
Our pilot file handling code has improved over the years to allow new data to be added to the pilot file, but we still haven&#039;t managed to get it in a perfect state due to a lack of manpower and interest.&lt;br /&gt;
&lt;br /&gt;
Pilot files might be still usable across different versions of FSO, but this can not be guaranteed at this point in time.  When in doubt, it is always recommended that you make a clone of your pilot and use the clone for that version of FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Can I use multiple joysticks in FSO?===&lt;br /&gt;
As of FSO version 22.0, players are now able to assign up to 4 independent joysticks, gamepads, throttles, or game controllers; independently assign the mouse to controls; can assign a primary input binding and a secondary input binding from two different joysticks per control.&lt;br /&gt;
&lt;br /&gt;
In order to make use of this capability, you must use a compatible launcher or manually set the joystick ID and GUID&#039;s within your &#039;&#039;&#039;fs2_open.ini&#039;&#039;&#039; file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Where is the fs2_open.ini file?====&lt;br /&gt;
This may be found within AppData.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Users\z64555\AppData\Roaming\HardLightProductions\FreeSpaceOpen\fs2_open.ini&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====How do I assign my joysticks in the fs2_open.ini?====&lt;br /&gt;
Add the following keys to your .ini, underneath the &#039;&#039;&#039;[Default]&#039;&#039;&#039; section:&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy0ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy0GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy1ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy1GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy2ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy2GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy3ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy3GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joy0&#039;&#039;&#039; is effectively the same as &#039;&#039;&#039;CurrentJoystick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Where do I get the Joystick ID&#039;s and GUID&#039;s?====&lt;br /&gt;
{{Note|For best reliability, the GUID&#039;s must be obtained from FSO itself, not from any other third-party app.}}&lt;br /&gt;
&lt;br /&gt;
This is the most difficult part of manually assigning the joysticks, depending on your operating system and familiarity with command prompt/ shell.  Essentially, you&#039;ll want to run FSO with the &#039;&#039;&#039;-get_flags json_v1&#039;&#039;&#039; commandline flag from the command prompt, power shell, or bash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Games\FreespaceOpen\bin\FSO-22.0.0\windows\x64&amp;gt; fs2_open_22_0_0_x64_SSE2.exe -get_flags json_v1 &amp;gt; flags.txt&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Windows users will probably also need to set the &#039;&#039;&#039;FSO_KEEP_STDOUT&#039;&#039;&#039; environment variable, due to its tendency to shut down the STDOUT streams to console when the application is identified as a WINDOWS application (as opposed to a CONSOLE application), in which case they should try the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;cmd /V /C &amp;quot;set FSO_KEEP_STDOUT=1&amp;amp;&amp;amp; fs2_open_22_0_0_x64_SSE2.exe -get_flags json_v1 &amp;gt; flags.txt&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you have a flags.txt file created, look for a section that looks like this:&lt;br /&gt;
&lt;br /&gt;
  {&lt;br /&gt;
    &amp;quot;joysticks&amp;quot;: [&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Joystick Name&amp;quot;,&lt;br /&gt;
        &amp;quot;guid&amp;quot;: &amp;quot;03000000EFBE00006D04000000000000&amp;quot;,&lt;br /&gt;
        &amp;quot;id&amp;quot;: 0,&lt;br /&gt;
        &amp;quot;device&amp;quot;: 0&lt;br /&gt;
      }&lt;br /&gt;
    ]&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
Use the &amp;quot;guid&amp;quot; and &amp;quot;id&amp;quot; key values to assign that joystick to Joy0, Joy1, Joy2, or Joy3 respectively.&lt;br /&gt;
&lt;br /&gt;
=====Windows Tutorial for obtaining the GUID=====&lt;br /&gt;
#  Navigate to your FSO installation using File Explorer.  If you&#039;re using Knossos, then this directory is the same as &amp;quot;Library Path&amp;quot; within Knossos&#039;s settings.&lt;br /&gt;
#  Right click the address bar within File Explorer and &amp;quot;Copy the Address as Text&amp;quot;&lt;br /&gt;
#  Open the command prompt from the start menu:&lt;br /&gt;
#* Open the start menu,&lt;br /&gt;
#* Type in &amp;quot;prompt&amp;quot;,&lt;br /&gt;
#* and then left click on &amp;quot;Command Prompt&amp;quot;&lt;br /&gt;
#  In the command prompt window, type in &amp;quot;cd /D &amp;quot; (without the quotes), with a space after the D. Then, right click on the command prompt and Paste the address you copied from before.  Hit the Enter key to execute the cd command.  The prompt should then show the address text again with &amp;quot;&amp;gt;&amp;quot; as the last character to show that its now in that directory.&lt;br /&gt;
#  In the command prompt, type in &amp;quot;dir&amp;quot; and hit enter to execute the dir command, which should show you a list of all files and folders within the directory.  Confirm that your fs2_open.exe is in there.&lt;br /&gt;
#  Follow the directions outlined in [[#Where do I get the Joystick ID&#039;s and GUID&#039;s?]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63792</id>
		<title>Frequently Asked Questions (FAQ)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63792"/>
		<updated>2022-06-01T13:55:09Z</updated>

		<summary type="html">&lt;p&gt;Z64555: Add tutorial for Windows&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains answers to questions that may be asked when playing newer versions of FSO.  They are usually questions related to new behaviors not present in older version or vanilla FreeSpace, and are often questions that don&#039;t have a simple one-line answer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Why are my bindings back to defaults?===&lt;br /&gt;
If you created or played with a pilot on FSO 22.0 or later, your bindings were moved into files known as &amp;quot;presets&amp;quot; which are saved in a sub directory of your players folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Users\z64555\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\players\presets&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The reason why your bindings are back to defaults in pre-22.0 version is because:&lt;br /&gt;
&lt;br /&gt;
1. Older versions of FSO still require that the pilot have bindings in them, or else FSO will crash because it doesn&#039;t know how to handle a pilot with missing data.&lt;br /&gt;
&lt;br /&gt;
2. To prevent having a new preset generated each time the same pilot is used across pre- and post-22.0 versions of FSO, the bindings within the pilot are forced to the defaults.&lt;br /&gt;
* The bindings that were originally saved are still safe within the &#039;&#039;&#039;&#039;&#039;\presets&#039;&#039;&#039;&#039;&#039; sub directory.&lt;br /&gt;
&lt;br /&gt;
Related Github issue: [https://github.com/scp-fs2open/fs2open.github.com/issues/3902 Issue 3902]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Why can&#039;t I use my pilot with different versions of FSO?===&lt;br /&gt;
Our pilot file handling code has improved over the years to allow new data to be added to the pilot file, but we still haven&#039;t managed to get it in a perfect state due to a lack of manpower and interest.&lt;br /&gt;
&lt;br /&gt;
Pilot files might be still usable across different versions of FSO, but this can not be guaranteed at this point in time.  When in doubt, it is always recommended that you make a clone of your pilot and use the clone for that version of FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Can I use multiple joysticks in FSO?===&lt;br /&gt;
As of FSO version 22.0, players are now able to assign up to 4 independent joysticks, gamepads, throttles, or game controllers; independently assign the mouse to controls; can assign a primary input binding and a secondary input binding from two different joysticks per control.&lt;br /&gt;
&lt;br /&gt;
In order to make use of this capability, you must use a compatible launcher or manually set the joystick ID and GUID&#039;s within your &#039;&#039;&#039;fs2_open.ini&#039;&#039;&#039; file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Where is the fs2_open.ini file?====&lt;br /&gt;
This may be found within AppData.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Users\z64555\AppData\Roaming\HardLightProductions\FreeSpaceOpen\fs2_open.ini&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====How do I assign my joysticks in the fs2_open.ini?====&lt;br /&gt;
Add the following keys to your .ini, underneath the &#039;&#039;&#039;[Default]&#039;&#039;&#039; section:&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy0ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy0GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy1ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy1GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy2ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy2GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy3ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy3GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joy0&#039;&#039;&#039; is effectively the same as &#039;&#039;&#039;CurrentJoystick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Where do I get the Joystick ID&#039;s and GUID&#039;s?====&lt;br /&gt;
{{Note|For best reliability, the GUID&#039;s must be obtained from FSO itself, not from any other third-party app.}}&lt;br /&gt;
&lt;br /&gt;
This is the most difficult part of manually assigning the joysticks, depending on your operating system and familiarity with command prompt/ shell.  Essentially, you&#039;ll want to run FSO with the &#039;&#039;&#039;-get_flags json_v1&#039;&#039;&#039; commandline flag from the command prompt, power shell, or bash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Games\FreespaceOpen\bin\FSO-22.0.0\windows\x64&amp;gt; fs2_open_22_0_0_x64_SSE2.exe -get_flags json_v1 &amp;gt; flags.txt&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Windows users will probably also need to set the &#039;&#039;&#039;FSO_KEEP_STDOUT&#039;&#039;&#039; environment variable, due to its tendency to shut down the STDOUT streams to console when the application is identified as a WINDOWS application (as opposed to a CONSOLE application), in which case they should try the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;cmd /V /C &amp;quot;set FSO_KEEP_STDOUT=1&amp;amp;&amp;amp; fs2_open_22_0_0_x64_SSE2.exe -get_flags json_v1 &amp;gt; flags.txt&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you have a flags.txt file created, look for a section that looks like this:&lt;br /&gt;
&lt;br /&gt;
  {&lt;br /&gt;
    &amp;quot;joysticks&amp;quot;: [&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Joystick Name&amp;quot;,&lt;br /&gt;
        &amp;quot;guid&amp;quot;: &amp;quot;03000000EFBE00006D04000000000000&amp;quot;,&lt;br /&gt;
        &amp;quot;id&amp;quot;: 0,&lt;br /&gt;
        &amp;quot;device&amp;quot;: 0&lt;br /&gt;
      }&lt;br /&gt;
    ]&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
Use the &amp;quot;guid&amp;quot; and &amp;quot;id&amp;quot; key values to assign that joystick to Joy0, Joy1, Joy2, or Joy3 respectively.&lt;br /&gt;
&lt;br /&gt;
=====Windows Tutorial for obtaining the GUID=====&lt;br /&gt;
1.  Navigate to your FSO installation using File Explorer.  If you&#039;re using Knossos, then this directory is the same as &amp;quot;Library Path&amp;quot; within Knossos&#039;s settings.&lt;br /&gt;
&lt;br /&gt;
2.  Right click the address bar within File Explorer and &amp;quot;Copy the Address as Text&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3.  Open the command prompt from the start menu: Open the start menu, type in &amp;quot;prompt&amp;quot;, and then left click on &amp;quot;Command Prompt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4.  In the command prompt window, type in &amp;quot;cd /D &amp;quot; (without the quotes), with a space after the D.  Then, right click on the command prompt and Paste the address you copied from before. Hit the Enter key to execute the cd command.  The prompt should then show the address text again with &amp;quot;&amp;gt;&amp;quot; as the last character to show that its now in that directory.&lt;br /&gt;
&lt;br /&gt;
5.  In the command prompt, type in &amp;quot;dir&amp;quot; and hit enter to execute the dir command, which should show you a list of all files and folders within the directory.  Confirm that your fs2_open.exe is in there.&lt;br /&gt;
&lt;br /&gt;
6.  Follow the directions outlined in [[#Where do I get the Joystick ID&#039;s and GUID&#039;s?]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63791</id>
		<title>Frequently Asked Questions (FAQ)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63791"/>
		<updated>2022-06-01T13:14:27Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* Where do I get the Joystick ID&amp;#039;s and GUID&amp;#039;s? */ Tweak the example a bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains answers to questions that may be asked when playing newer versions of FSO.  They are usually questions related to new behaviors not present in older version or vanilla FreeSpace, and are often questions that don&#039;t have a simple one-line answer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Why are my bindings back to defaults?===&lt;br /&gt;
If you created or played with a pilot on FSO 22.0 or later, your bindings were moved into files known as &amp;quot;presets&amp;quot; which are saved in a sub directory of your players folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Users\z64555\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\players\presets&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The reason why your bindings are back to defaults in pre-22.0 version is because:&lt;br /&gt;
&lt;br /&gt;
1. Older versions of FSO still require that the pilot have bindings in them, or else FSO will crash because it doesn&#039;t know how to handle a pilot with missing data.&lt;br /&gt;
&lt;br /&gt;
2. To prevent having a new preset generated each time the same pilot is used across pre- and post-22.0 versions of FSO, the bindings within the pilot are forced to the defaults.&lt;br /&gt;
* The bindings that were originally saved are still safe within the &#039;&#039;&#039;&#039;&#039;\presets&#039;&#039;&#039;&#039;&#039; sub directory.&lt;br /&gt;
&lt;br /&gt;
Related Github issue: [https://github.com/scp-fs2open/fs2open.github.com/issues/3902 Issue 3902]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Why can&#039;t I use my pilot with different versions of FSO?===&lt;br /&gt;
Our pilot file handling code has improved over the years to allow new data to be added to the pilot file, but we still haven&#039;t managed to get it in a perfect state due to a lack of manpower and interest.&lt;br /&gt;
&lt;br /&gt;
Pilot files might be still usable across different versions of FSO, but this can not be guaranteed at this point in time.  When in doubt, it is always recommended that you make a clone of your pilot and use the clone for that version of FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Can I use multiple joysticks in FSO?===&lt;br /&gt;
As of FSO version 22.0, players are now able to assign up to 4 independent joysticks, gamepads, throttles, or game controllers; independently assign the mouse to controls; can assign a primary input binding and a secondary input binding from two different joysticks per control.&lt;br /&gt;
&lt;br /&gt;
In order to make use of this capability, you must use a compatible launcher or manually set the joystick ID and GUID&#039;s within your &#039;&#039;&#039;fs2_open.ini&#039;&#039;&#039; file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Where is the fs2_open.ini file?====&lt;br /&gt;
This may be found within AppData.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Users\z64555\AppData\Roaming\HardLightProductions\FreeSpaceOpen\fs2_open.ini&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====How do I assign my joysticks in the fs2_open.ini?====&lt;br /&gt;
Add the following keys to your .ini, underneath the &#039;&#039;&#039;[Default]&#039;&#039;&#039; section:&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy0ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy0GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy1ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy1GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy2ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy2GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy3ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy3GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joy0&#039;&#039;&#039; is effectively the same as &#039;&#039;&#039;CurrentJoystick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Where do I get the Joystick ID&#039;s and GUID&#039;s?====&lt;br /&gt;
{{Note|For best reliability, the GUID&#039;s must be obtained from FSO itself, not from any other third-party app.}}&lt;br /&gt;
&lt;br /&gt;
This is the most difficult part of manually assigning the joysticks, depending on your operating system and familiarity with command prompt/ shell.  Essentially, you&#039;ll want to run FSO with the &#039;&#039;&#039;-get_flags json_v1&#039;&#039;&#039; commandline flag from the command prompt, power shell, or bash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Games\FreespaceOpen\bin\FSO-22.0.0\windows\x64&amp;gt; fs2_open_22_0_0_x64_SSE2.exe -get_flags json_v1 &amp;gt; flags.txt&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Windows users will probably also need to set the &#039;&#039;&#039;FSO_KEEP_STDOUT&#039;&#039;&#039; environment variable, due to its tendency to shut down the STDOUT streams to console when the application is identified as a WINDOWS application (as opposed to a CONSOLE application), in which case they should try the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;cmd /V /C &amp;quot;set FSO_KEEP_STDOUT=1&amp;amp;&amp;amp; fs2_open_22_0_0_x64_SSE2.exe -get_flags json_v1 &amp;gt; flags.txt&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you have a flags.txt file created, look for a section that looks like this:&lt;br /&gt;
&lt;br /&gt;
  {&lt;br /&gt;
    &amp;quot;joysticks&amp;quot;: [&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Joystick Name&amp;quot;,&lt;br /&gt;
        &amp;quot;guid&amp;quot;: &amp;quot;03000000EFBE00006D04000000000000&amp;quot;,&lt;br /&gt;
        &amp;quot;id&amp;quot;: 0,&lt;br /&gt;
        &amp;quot;device&amp;quot;: 0&lt;br /&gt;
      }&lt;br /&gt;
    ]&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
Use the &amp;quot;guid&amp;quot; and &amp;quot;id&amp;quot; key values to assign that joystick to Joy0, Joy1, Joy2, or Joy3 respectively.&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=63765</id>
		<title>Hud gauges.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=63765"/>
		<updated>2022-05-10T11:56:00Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* N-gon Sides: */ define what an N-gon is, since its not that common of a term&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP table}}&lt;br /&gt;
{{TableVersionGit|2016-09-14|f9bc01c}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;hud_gauges.tbl&#039;&#039;&#039; is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).&lt;br /&gt;
&lt;br /&gt;
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm&lt;br /&gt;
&lt;br /&gt;
==HUD Configurations==&lt;br /&gt;
The following entries are used on the HUD system, but have not been grouped with any particular gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Load Retail Configuration:===&lt;br /&gt;
Optional. If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.&lt;br /&gt;
&lt;br /&gt;
If no, any missing (default) gauge will prompt an error.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Color:===&lt;br /&gt;
Optional. Sets the default HUD color for all gauges.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; Red, &#039;&#039;&#039;Integer&#039;&#039;&#039; Green, &#039;&#039;&#039;Integer&#039;&#039;&#039; Blue)&lt;br /&gt;
*Valid Values: all values from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Font:===&lt;br /&gt;
Optional. Sets the font type to use for the HUD. This can either be a string or a number. A string references a font with a specific name while a number references a font with a specific index in the fonts table. The number option is deprecated and is only there for backwards-compatibility. Use the name if possible.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;Integer&#039;&#039;&#039; font index number&lt;br /&gt;
*Valid Values: Any name or font index as defined in [[Fonts.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Only:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Sets gauges to be displayed only in Chase View.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Directives:===&lt;br /&gt;
Optional. Sets the default maximum number of directives displayed simultaneously.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; maximum number of directives&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Value: &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Escort Ships:===&lt;br /&gt;
Optional. Sets the default maximum number of escort ships to be shown in the escort list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
{{Warning|&lt;br /&gt;
Entries more than 16 will cause the list to overflow into the weapons list for resolutions lower than 1024x768.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length Unit Multiplier:===&lt;br /&gt;
Optional. Sets the multiplier to applied to the reported distances. For example, if the multiplier is 0.5, then the distance reported to the player will (or at least should) be 0.5 x actual distance.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Speed Unit Multiplier:===&lt;br /&gt;
Optional. Analogous to [[Hud_gauges.tbl#$Length Unit Multiplier:|$Length Unit Multiplier]], this sets the multiplier to be applied to all speeds reported to the player. For example, if the multiplier is 0.5, the the speed reported to the player will (or at least should) be 0.5 x actual speed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Values:&lt;br /&gt;
:&#039;&#039;&#039;The value used in $Length Unit Multiplier&#039;&#039;&#039;, or&lt;br /&gt;
:&#039;&#039;&#039;1&#039;&#039;&#039;, if $Length Unit Multiplier is undefined&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Wireframe Targetbox:===&lt;br /&gt;
Optional. Defines the default draw method for the target viewer (a.k.a. targetbox).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; Draw method ID&lt;br /&gt;
*Valid Values:&lt;br /&gt;
::&#039;&#039;&#039;0&#039;&#039;&#039; - Standard with full, bright lighting&lt;br /&gt;
::&#039;&#039;&#039;1&#039;&#039;&#039; - Wireframe&lt;br /&gt;
::&#039;&#039;&#039;2&#039;&#039;&#039; - Standard with proper lighting (i.e. lit the same as the actual target)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
::&#039;&#039;&#039;3&#039;&#039;&#039; - Untextured with full bright lighting (i.e. drawn with a single flat color)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Targetbox Shader Effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Optional. If set, defines a unique ID for a shader effect to be used when rendering a ship for the targeting box. The ID will be passed to the main shader as in [[Post_processing.tbl##Ship_Effects|#Ship_Effects]], but a table entry for the effect is not needed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lock Wireframe Mode:===&lt;br /&gt;
Optional. If set, prevents targetbox draw method from being changed during the gaming session.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, all gauges will use this value as the default for scaling individual gauge sizes (i.e. doesn&#039;t affect gauges that use Position:, and doesn&#039;t affect the values of Offset:.  In addition, if &amp;quot;$Load Retail Configuration:&amp;quot; is true then all unspecified retail gauges will use this value.&lt;br /&gt;
&lt;br /&gt;
If not set, defaults to yes. &lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Reticle Style:===&lt;br /&gt;
Optional. Defines which aiming reticle to use.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: &lt;br /&gt;
:&#039;&#039;&#039;FS1&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1_fs1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;FS2&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==#Gauge Config==&lt;br /&gt;
The following entries define default gauge appearance and behavior. Each gauge has the option of overriding these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
Deprecated and superceded by $Ships in FSO revision 9208. If defined, the following config data will only be used if the player ship is of the supplied ship class. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, ship class name&lt;br /&gt;
&lt;br /&gt;
===$Ships:===&lt;br /&gt;
Optional. Can be used to define a list of ships the hud definition that follows will be applied to. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*`Syntax: &#039;&#039;&#039;( &amp;quot;Class name 1&amp;quot; &amp;quot;Class name 2&amp;quot; )&#039;&#039;&#039;, ship class names formatted like a flag list.&lt;br /&gt;
&lt;br /&gt;
====$Load Retail Configuration:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Load Retail Configuration: 1|$Load Retail Configuration]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Color:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Color: 1|$Color]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Font:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Font: 1|$Font]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Chase View Only:====&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base:===&lt;br /&gt;
Required. Defines the base resolution for this HUD configuration, upon which other gauge options (such as [[Hud_gauges.tbl#Position:|Position:]] / [[Hud_gauges.tbl#Origin:|Origin:]] / [[Hud_gauges.tbl#Offset:|Offset:]]) will use as its coordinate system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, will configure gauges Scaling behaviour for gauges in this #Gauge Config section. i.e. overriding the default, or the value specified at the top of the file.  Individual gauges can override this setting.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Required Aspect:===&lt;br /&gt;
Optional. If set, this configuration will only be loaded for the specified aspect ratios.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
:&amp;quot;Full Screen&amp;quot; (4:3, aspect ratio &amp;lt; 1.5)&lt;br /&gt;
:&amp;quot;Wide Screen&amp;quot; (16:9, 16:10, or similar, aspect ratio &amp;gt;= 1.5)&lt;br /&gt;
&lt;br /&gt;
===$Min:===&lt;br /&gt;
Optional. Minimum resolution for this config. Any resolution lower than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Max:===&lt;br /&gt;
Optional. Maximum resolution for this config.  Any resolution higher than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Gauges:===&lt;br /&gt;
Following entries define gauge-specific behavior. For the most part, each gauge has its own overrides that, if not defined, would otherwise use the global values.&lt;br /&gt;
&lt;br /&gt;
Since many gauges have the same configuration options, each gauge entry has a list of valid sub-entries. Unless stated otherwise, these options must be defined in the same order as they are shown, starting from the top and ending at the bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Custom:====&lt;br /&gt;
Adds a custom gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Text:|Text:]]&lt;br /&gt;
:[[Hud_gauges.tbl#X Offset:|X Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Y Offset:|Y Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Type:|Gauge Type:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Active by default:|Active by default:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
{{table381|&lt;br /&gt;
====+Scripted Gauge:====&lt;br /&gt;
Adds a scripted gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Messages:==== &lt;br /&gt;
Adds a gauge that display mission messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Lines:|Max Lines:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Width:|Max Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Height:|Line Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Total Lifetime:|Total Lifetime:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Scroll Time:|Scroll Time]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Step Size:|Step Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hidden By Comms Menu:|Hidden By Comms Menu:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Training Messages:==== &lt;br /&gt;
Adds a text box, like the ones seen in the FS1 and FS2 training missions.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Support:====&lt;br /&gt;
Adds a text box that shows the Support ship&#039;s status and ETA&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Y-offset:|Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Status X-offset:|Dock Status X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Time X-offset:|Dock Time X-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Damage:==== &lt;br /&gt;
Adds a gauge that shows how much damage a target (or the player?) has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Offsets:|Hull Integrity Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Value X-offset:|Hull Integrity Value X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Height:|Subsystem Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem List Start Offsets:|Subsystem List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Value X-offset:|Subsystem Entry Value X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Wingman Status:==== &lt;br /&gt;
Adds a gauge that monitors the status of your wing and squadron.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional) (needs an animation with two frames, 1st is for alive wingmen, 2nd is for dead or missing wingmen)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
[[Hud_gauges.tbl#Fixed Header Position:|Fixed Header Position:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Size:|First Background Size:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Size:|Entry Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Offset:|Right Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Offset:|Last Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Single Wing Offsets:|Single Wing Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Multiple Wing Start Offsets:|Multiple Wing Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Wing Name Offsets:|Wing Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Offsets:|Dot Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Expansion Mode:|Expansion Mode:]] (Optional)&lt;br /&gt;
{{Table214|&lt;br /&gt;
:[[Hud_gauges.tbl#Use Full Wing Names:|Dot Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Expansion Mode:|Expansion Mode:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Speed:==== &lt;br /&gt;
Adds the Auto-Speed mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 4 frames, 3rd is without auto-match-speed enabled, 4th is with... and frames 0 &amp;amp; 1 are not used, done this way because retail fs2 uses the same animation file for the auto speed &amp;amp; auto targeting gauges)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Target:==== &lt;br /&gt;
Adds the Auto-target mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 2 frames, 1st is without auto-targeting enabled, 2nd is with)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Offsets:|Target Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Countermeasures:==== &lt;br /&gt;
Adds a gauge that monitors the amount of remaining countermeasures the player&#039;s ship currently has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Talking Head:==== &lt;br /&gt;
Adds a video window to display pilot message videos (a.k.a talking heads).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Offsets:|Animation Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Background Size:|Animation Background Size:]] (Deprecated)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Size:|Animation Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Directives:==== &lt;br /&gt;
Adds a gauge that displays all currently active directives (includes current , completed, and failed)&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Line Width:|Max Line Width:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Weapons:==== &lt;br /&gt;
Adds a weapon status and ammunition gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary BackgroundX-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Frame Height:|Top Primary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Secondary Frame Height:|Top Secondary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Start Y-offset:|Primary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Start Y-offset:|Secondary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Ammo X-offset:|Primary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Link X-offset:|Primary Weapon Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Name X-offset:|Primary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Ammo X-offset:|Secondary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Linked X-offset:|Secondary Weapon Linked X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Name X-offset:|Secondary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Reload X-offset:|Secondary Weapon Reload X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Entry Height:|Primary Weapon Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Entry Height:|Secondary Weapon Entry Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Objective notify:====&lt;br /&gt;
Adds a Objective notifier gauge. This gauge alerts the player when receiving a new objective, or when an objective has been completed or failed. Additionally, this gauge alerts the player when entering subspace, and when a Red Alert mission orders are being received (prior to a forced subspace jump).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Text Y-offset:|Objective Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Value Y-offset:|Objective Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Text Y-offset:|Subspace Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Value Y-offset:|Subspace Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Text Y-offset:|Red Alert Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Value Y-offset:|Red Alert Value Y-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Squad Message====&lt;br /&gt;
Adds the squad message gauge. In FS1 and FS2, this gauge is used to send commands to your squad. (?)&lt;br /&gt;
&lt;br /&gt;
*Valid sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]  (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset|Bottom Background Offset]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Command X-offset:|Command X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Up Offsets:|Page Up Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Down Offsets:|Page Down Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Lag:==== &lt;br /&gt;
Adds a Lag gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Mini Target Shields:====&lt;br /&gt;
Adds a mini Target shields gauge. In FS1 and FS2, the Mini Target Shield gauge is the one right below the center reticle, and shows the hull damage in %&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (animation needs 8 frames; 0-&amp;gt;3 are the top, right, bottom &amp;amp; left shield quads; 4-&amp;gt;7 are the same except brighter for when the quad is flashing from being hit)&lt;br /&gt;
:[[Hud_gauges.tbl#3 Digit Hull Offsets:|3 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#2 Digit Hull Offsets:|2 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#1 Digit Hull Offsets:|1 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Player Shields:==== &lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the player&#039;s craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Shields:====&lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the targeted craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Escort View:====&lt;br /&gt;
Adds an escort monitor/view gauge. This gauge monitors the status of all ships assigned to the player to escort.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Stagger Width:|Entry Stagger Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull X-offset:|Hull X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status X-offset:|Status X-offset]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Ship Name Max Width:|Ship Name Max Width:]] (Optional)}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Right-Align Ship Names:|Right-Align Ship Names:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Mission Time:==== &lt;br /&gt;
Adds a gauge that displays the current mission time.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+ETS Retail:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Draws the three other ETS gauges as a single gauge.  Will automatically rearrange itself (like retail) if shields or other systems are missing.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Offset:|Gauge Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+ETS Weapons:====&lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the energy weapons.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Engines:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the afterburner/engines.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Shields:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the shields.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Monitor:==== &lt;br /&gt;
Adds a target monitor gauge that shows the targeted ship&#039;s relative orientation and hull strength, among other things.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional) (needs animation with 2 frames, 1st is the background for the target, 2nd is the border; rendered last)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Alpha Mask Filename:|Monitor Alpha Mask Filename:]] (Optional) (needs animation with a single frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional) (needs animation with 2 frames, 1st is a zero/dark filled bar, 2nd is a max/bright filled bar)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Offsets:|Viewport Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Size:|Viewport Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Offsets:|Integrity Bar Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Foreground Clip Height:|Integrity Bar Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status Offsets:|Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Class Offsets:|Class Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Distance Offsets:|Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Offsets:|Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Contents Offsets:|Cargo Contents Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Start Offsets:|Cargo Scan Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Size:|Cargo Scan Size:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Name Offsets:|Subsystem Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Integrity Offsets:|Subsystem Integrity Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Disabled Status Offsets:|Disabled Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Desaturate:|Desaturate:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Extra Target Data:====&lt;br /&gt;
Adds a gauge that displays &amp;quot;extra&amp;quot; target data, such as its current orders and docking status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 1 frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bracket Offsets:|Bracket Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Max Width:|Dock Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Order Max Width:|Order Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar:====&lt;br /&gt;
Adds a standard radar gauge&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
{{table190|&lt;br /&gt;
:[[Hud_gauges.tbl#N-gon Sides:|N-gon Sides:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#N-gon Sides:|N-gon Offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar Orb:====&lt;br /&gt;
Adds a 3D orb radar gauge&lt;br /&gt;
 &lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used) &lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar BSG:==== &lt;br /&gt;
Adds a BSG style radar (a.k.a DRADIS).&lt;br /&gt;
&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XY Disc Filename:|XY Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XZ YZ Disc Filename:|XZ YZ Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Sweep Disc Filename:|Sweep Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Default Contact Filename:|Default Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unknown Contact Filename:|Unknown Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Loop Volume:|Loop Volume:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Minimum Beep Delay:|Minimum Beep Delay]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Afterburner Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining afterburner energy. Note that it only supports a vertical fill.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, the 1st is the bar lit for zero energy, the 2nd is the bar lit for max energy)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining weapon energy. Note that it only supports a vertical fill. &lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 4 frames, the 3rd is the bar lit for zero energy, the 2nd is the bar lit for max energy, frames 1 &amp;amp; 2 are not used)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Text Alignment:|Text Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Always Show Text:|Always Show Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Follows:|Text Follows:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Ballistic Ammo:|Show Ballistic Ammo:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Offsets:|Armed Guns List Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Alignment:|Armed Guns List Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Entry Height:|Armed Guns List Entry Height:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Text Warnings:==== &lt;br /&gt;
Adds a gauge that warns the player (current warnings are EMP, Launch, Evaded, Collision, Blast &amp;amp; Engine Wash).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Center Reticle:==== &lt;br /&gt;
Adds a &amp;quot;custom&amp;quot; center reticle.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint display:|Firepoint display:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint size:|Firepoint size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint X coordinate multiplier:|Firepoint X coordinate multiplier:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint Y coordinate multiplier:|Firepoint Y coordinate multiplier:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Throttle:====&lt;br /&gt;
Adds a gauge that shows the current throttle position.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Bottom Y-offset:|Foreground Clip Bottom Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Width:|Foreground Clip Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Background:|Show Background:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Speed Label Offsets:|Max Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Max Speed Label:|Show Max Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Min Speed Label:|Show Min Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Center Offsets:|Orbit Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Radius:|Orbit Radius:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Current Speed Offsets:|Current Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Speed Offsets:|Target Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Percentage:|Show Percentage:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Glide Status Offsets:|Glide Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Match Speed Status Offsets:|Match Speed Status Offsets:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Threat Indicator:==== &lt;br /&gt;
Adds a gauge that indicates when a lock-on has been achieved by an attacker, and if the player is being shot at.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Filename:|Dumbfire Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Offsets:|Dumbfire Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Offsets:|Lock Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Multiplayer Messages:====&lt;br /&gt;
Adds a gauge that displays the multiplayer messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Voice Status:====&lt;br /&gt;
Adds a gauge that displays the voice status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Ping:====&lt;br /&gt;
Adds a gauge that the ping time to the multiplayer server.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Supernova:====&lt;br /&gt;
Adds a gauge that warns the player of an impending supernova shock wave.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lock Indicator:====&lt;br /&gt;
Adds a Lock Indicator gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Filename:|Locked Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Center Offsets:|Lock Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Center Offsets:|Locked Center Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Offscreen Indicator:====&lt;br /&gt;
Adds an Offscreen Indicator.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Brackets:====&lt;br /&gt;
Adds a Target Bracket gauge. This is drawn around current target(s) and talkers.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Hostile Triangle:====&lt;br /&gt;
Adds a gauge that points to the nearest attacker, if it is off-screen and is not currently targeted.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Triangle:====&lt;br /&gt;
Adds a gauge that points to the targeted craft, if it is currently off-screen.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Missile Triangles:====&lt;br /&gt;
Adds a gauge that is used during attempting to lock onto a target when using an aspect seeking missile.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Indicator:====&lt;br /&gt;
Adds a gauge that leads (is in front) of the target.  Aim your crosshairs at this indicator to increase probability of hitting the target.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0: Secondaries lead indicator (Dumbfire)&lt;br /&gt;
::Frame #1: Secondaries lead indicator (Homing)&lt;br /&gt;
::Frame #2: Primaries lead indicator&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Orientation Tee:====&lt;br /&gt;
Adds a gauge that indicates the targeted craft&#039;s orientation in relation to the player&#039;s craft.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Sight:====&lt;br /&gt;
Adds a gauge that lags (is behind) the target.  Indicates where your shots will end up relative to the target&#039;s position.  To score a hit, this gauge should be over the target.  Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0 is used for secondaries&lt;br /&gt;
::* If only one frame is found in the file, then it is used for primaries instead&lt;br /&gt;
::Frame #1 is used for primaries&lt;br /&gt;
&lt;br /&gt;
====+Kills:====&lt;br /&gt;
Adds a gauge that keeps track of how many kills the player has scored during a mission.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Linking:====&lt;br /&gt;
Adds a gauge that indicates the selected weapons and their firing rates.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Filename:|Single Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Filename:|Double Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Filename:|Single Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Filename:|Double Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Filename:|Triple Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Offsets:|Single Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Offsets:|Double Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Offsets:|Single Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Offsets:|Double Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Offsets:|Triple Secondary Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Fixed Messages:====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table375|&lt;br /&gt;
:[[Hud_gauges.tbl#Center Text On Gauge X-Position:|Center Text On Gauge X-Position:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Flight Path Marker:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Adds a gauge that indicates the direction where your ship is traveling. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Warhead Count:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Displays the name of the current secondary weapon. Tallies the ammo left. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Count Offsets:|Count Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Width:|Icon Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Height:|Icon Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Icons:|Max Icons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Columns:|Max Columns:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Alignment:|Name Alignment:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Hardpoints:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Draws a silhouette of the player&#039;s ship and mounted weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Width:|Line Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#View Direction:|View Direction:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Primary Weapons:|Show Primary Weapons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Secondary Weapons:|Show Secondary Weapons:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Primary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays primary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Secondary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays secondary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unlink X-offset:|Unlink X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Reload X-offset:|Reload X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$End Gauges===&lt;br /&gt;
The Gauges section must end with $End Gauges. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Gauge Configuration Options==&lt;br /&gt;
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Position:====&lt;br /&gt;
Defines the screen coordinates for the upper left corner of this gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel position&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]] (and many others)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scale Gauge:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define if a gauge size will scale or not. &lt;br /&gt;
&lt;br /&gt;
If false then gauge bitmaps will always show at their original size which may result in gauges being very small at high resolutions.&lt;br /&gt;
&lt;br /&gt;
If true then gauge bitmaps will scale in proportion to the current resolution vs the base HUD resolution in use. This may result in gauges becoming blurry at non-base resolutions.&lt;br /&gt;
&lt;br /&gt;
Defaults to yes/true.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039; scale_this_gauge&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Force Scaling Above:====&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If scaling is disabled for this gauge, then it will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Origin:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge position as a ratio of the screen size (base or current, it doesn&#039;t matter).&lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Offset:|Offset:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039; horizontal ratio 0.0 - 1.0, &#039;&#039;&#039;Float&#039;&#039;&#039; vertical ratio 0.0 - 1.0&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Offset:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge offset from [[Hud_gauges.tbl#Origin:|Origin:]] in base resolution pixels &lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Origin:|Origin:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel offset from Origin:, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel offset from Origin:&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Cockpit Target:====&lt;br /&gt;
The cockpit display that this gauge will be rendered to. Refers to the +Display Name: defined in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; String defined in +Display Name: in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]]&lt;br /&gt;
&lt;br /&gt;
=====Canvas Size:=====&lt;br /&gt;
The off-screen canvas this gauge will be rendered to before being interpolated into the actual cockpit display.  The smaller this number is, the larger the gauge will appear on the cockpit display.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Offset:=====&lt;br /&gt;
The position of the canvas on the cockpit display texture&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Size:=====&lt;br /&gt;
The interpolated size on the cockpit display texture that the canvas will be rendered to.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
====Color:====&lt;br /&gt;
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$Color: 1|$Color]] HUD option and [[Hud_gauges#$Color: 2|$Color]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Font:====&lt;br /&gt;
Optional. Overrides both previous font settings ([[Hud_gauges.tbl#$Font: 1|$Font]] HUD option and [[Hud_gauges#$Font: 2|$Font]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name:====&lt;br /&gt;
Defines the name of this custom gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text:====&lt;br /&gt;
Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====X Offset:====&lt;br /&gt;
Optional. Defines the horizontal pixel offset (from the gauge&#039;s origin as defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Y Offset:====&lt;br /&gt;
Optional. Defines the vertical pixel offset (from the gauge&#039;s origin defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Gauge Type:====&lt;br /&gt;
Defines the type of gauge this is.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any one of the possible [[gauge types]].&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slew:====&lt;br /&gt;
Optional. Determines whether or not this gauge is affected by afterburner shaking or similar effects. If set to &amp;quot;true&amp;quot;, the gauge will &amp;lt;strong&amp;gt;not&amp;lt;/strong&amp;gt; follow the player&#039;s head movements when using TrackIR/padlock. i.e. should be used for gauges like the gunsight/leadsight.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Max Lines:====&lt;br /&gt;
Optional. Specifies the maximum number of message lines that are displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Width:====&lt;br /&gt;
Optional. Determines how long each message line may be.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Line Height:====&lt;br /&gt;
Optional. Determines the distance between line origins. (i.g. for a 12pt Font, there are needs to be at least 12 pixels between the bottom of one line and the next, otherwise the text will overlap each)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 9&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
====Total Lifetime:====&lt;br /&gt;
Optional. Determines the maximum time the message gauge will be displayed from the time a new message is received.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 14000 (14 seconds)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scroll Time:====&lt;br /&gt;
Optional. Determines the time for the messages to scroll up one step.( See [[Hud_gauges.tbl#Step Size:|Step Size:]] )&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 30&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Step Size:====&lt;br /&gt;
Optional. Determines how many pixels to shift message lines during scrolling. Messages will be shifted up by this amount until they are on the next line (as defined by [[Hud_gauges.tbl#Line Height:|Line Height:]])&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Active by default:====&lt;br /&gt;
Optional. Determines whether or not this gauge is always active, or only available after being activated via sexp.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Filename:====&lt;br /&gt;
Designates the [[Multimedia_Files#ANI|.ANI]] or [[Multimedia_Files#EFF|.EFF]] used for this gauge&#039;s background graphic.&lt;br /&gt;
{{Note| All HUD .ANI&#039;s must have the same color palette as the retail .ANI&#039;s in order to render properly. (.EFF&#039;s do not have this restriction)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
**No filename extension is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the top background. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Bottom background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Left side of gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====First Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Right side of the gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Last Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the (Wing) Entry section of the gauge (aka the middle sections).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]], [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Middle Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Middle Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Entry Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Filename:====&lt;br /&gt;
Optional. Designates an alternate file to be used for ballistic weapons.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename]], [[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename]], [[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename]], [[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename]], [[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename]], [[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Filename:====&lt;br /&gt;
Optional. Designates which file to use for the wingman graphic (a.k.a. the Dot)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for headers of various gauges&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:Weapons:&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]],  [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fixed Header Position:====&lt;br /&gt;
Optional. If set, the header text will not change position when the gauge changes size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Y-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship Text. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Value Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the value label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Status X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock status. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Time X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock time. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the Damage gauge Hull integrity textbox(?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Value X-offset:====&lt;br /&gt;
Optional. Designates the offsets from the hull integrity textbox&#039;s upper left corner for the hull integrity value. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Background Height:====&lt;br /&gt;
Optional. Designates the height of the Top background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Width:====&lt;br /&gt;
Optional. Defines the width of the Left Background.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Width:====&lt;br /&gt;
Optional. Defines the width of the Entry Background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Height:====&lt;br /&gt;
Optional. Designates the height of the Subsystem entry (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem List Start Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the start of the Subsytem List (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Value X-offset:====&lt;br /&gt;
Optional. Designates the horizontal offset from the Subsystem List&#039;s position (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Wing Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for a single wing (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Multiple Wing Start Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for multiple wings (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wing Name Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship header (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the All wingman status icons.&lt;br /&gt;
*Syntax:&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 1&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 2&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 3&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 4&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 5&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 6&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
{{Warning|&lt;br /&gt;
All 6 wingman positions must be defined}}&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Expansion Mode:====&lt;br /&gt;
Optional. Denotes which direction (in relation to the player&#039;s wing) that the other wings should be appended to the gauge. If enabled, then wingmen dot colors will be &lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Use Full Wing Names:====&lt;br /&gt;
{{Table214|&lt;br /&gt;
Optional. If enabled the wingmen gauge draws the full wing name and does not alter the capitalization. Default behavior is to draw the first three letters of the wing in all lower-case.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Use Expanded Colors:====&lt;br /&gt;
{{Table214|&lt;br /&gt;
Optional. If enabled the wingmen gauge status dots use red, yellow, or green color to designate wingmen health (green full to greater thon two-thirds, yellow two-thirds to greater than one-third, and red less than or equal to one-third). Default is to use red for less than half health and gauge color otherwise.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Auto Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Auto&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]], [[Hud_gagues.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Speed&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Target Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Target&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Offsets:====&lt;br /&gt;
Optional. Defines the offsets for the animation graphics.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Background Size:====&lt;br /&gt;
Deprecated. Originally, this set the size of the black box that&#039;s drawn behind the animation. Since Git revision 556e9a4 (2015-11-01), it has the same effect as [[Hud_gauges.tbl#Animation Size:|Animation Size:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Size:====&lt;br /&gt;
{{table373|&lt;br /&gt;
Optional. Defines the size of the animation. All animations will be scaled to match this size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinate offsets for the start of the Directives list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
Optional. Defines the height of each Directive&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Offsets:====&lt;br /&gt;
Opetional. Defines the screen coordinate offsets for headers of ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Header Offset:|+Header Offset:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Background X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate offset for the Top Primary Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text X-offset:====&lt;br /&gt;
(Optional) Defines the screen coordinate X-offset for weapon labels&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate X-offset for ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary Background X-offset:]], [[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Secondary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Link X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Linked X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Reload X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
====3 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 3 digit range (i.e. &amp;gt;= 100%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====2 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 2 digit range (i.e. 100% &amp;gt; hull damage%  &amp;gt;= 10%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====1 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 1 digit range (i.e. 10% &amp;gt; hull damage%  &amp;gt;= 0%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
====Objective Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Objective label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Objective Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Objective value&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Subspace label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Subspace value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Text Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Command X-offset:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Up Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Down Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039; Integer y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Stagger Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Text:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ship Name Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right-Align Ship Names:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
* Sets the height, in pixels, of the gauge.&lt;br /&gt;
** For the [[Hud_gauges.tbl#+Throttle|Throttle]], sets the height of the gauge that represents 0% to 100% throttle.  The total height of the gauge is the sum of this value and the [[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height]] value.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]], [[Hud_gauges.tbl#+ETS Weapons:|+ETS Weapons]], [[Hud_gauges.tbl#+ETS Engines:|+ETS Engines]], [[Hud_gauges.tbl#+ETS Shields:|+ETS Shields]], [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor]], [[Hud_gauges.tbl#+Afterburner Energy|+Afterburner Energy]],  [[Hud_gauges.tbl#+Weapon Energy|+Weapon Energy]], [[Hud_gauges.tbl#+Throttle:|+Throttle]]&lt;br /&gt;
&lt;br /&gt;
====Letter Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gauge Offset:====&lt;br /&gt;
*Distance between the individual weapon/shield/engine ETS gauges that comprise this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Monitor Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Contents Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bracket Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Time Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Radar Center Offsets:====&lt;br /&gt;
Defines the radar&#039;s plot origin as an offset, in pixels, from this gauge&#039;s [[Hud_gauges.tbl#Position|Position]] coordinates&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Radar Size:====&lt;br /&gt;
Size, in pixels, of the radar plot area.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Infinity Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the infinity radar range symbol.&lt;br /&gt;
&lt;br /&gt;
====Long Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the long range radar text (i.e. 10k).&lt;br /&gt;
&lt;br /&gt;
====Short Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the short range radar text (i.e. 2k).&lt;br /&gt;
&lt;br /&gt;
====Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XY Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XZ YZ Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sweep Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Default Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unknown Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Loop Volume:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Minimum Beep Delay:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint display:====&lt;br /&gt;
Displays the positions of the gun firepoints on your ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, YES or NO&lt;br /&gt;
&lt;br /&gt;
NOTE: The position of the firepoints is calculated from the Eye Point position in the POF. You may encounter weird results if you have no Eye Point defined, but no debug warnings will be raised.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
====Firepoint size:====&lt;br /&gt;
Diameter of the gunpoint circles.  &#039;&#039;&#039;Must be 4 or greater&#039;&#039;&#039; in order to work properly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint X coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint Y coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Bottom Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Afterburner Clip Height:====&lt;br /&gt;
* Sets the area of the throttle gauge that represents the Afterburner segment (which is on top of the 0% to 100% area).  The total height of the gauge is determined by the sum of this value and [[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
====Show Background:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Min Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Radius:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Arc Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames (but only the 2nd frame is used ?!?!? for threat &amp;amp; weapon linking so far)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active.&lt;br /&gt;
&lt;br /&gt;
Internally FSO also refers to this as the &amp;quot;laser threat warning&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active. Frames cycle twice as fast when a lock has been acquired, compared to when a lock is being acquired.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Locked Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Locked Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Radius:====&lt;br /&gt;
Defines the distance from the center of the screen to the base of the Hostile Triangle gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Base:====&lt;br /&gt;
Defines the width of the Hostile Triangle&#039;s base.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Height:====&lt;br /&gt;
Defines the height of the Hostile Triangle.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lead Indicator:|+Lead Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Primary Filename:====&lt;br /&gt;
Designates the file to use for primary linking for ships with a single primary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected (not that this should ever be able to happen), 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Filename:====&lt;br /&gt;
	&lt;br /&gt;
Designates the file to use for primary linking for ships with two primary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames:&lt;br /&gt;
* Frame 0 is no banks selected&lt;br /&gt;
* Frame 1 is 1st bank selected&lt;br /&gt;
* Frame 2 is 2nd bank selected&lt;br /&gt;
* Frame 3 is both banks selected/linked&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with a single secondary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected, 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 3 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected, 4th is bank 3 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Hidden By Comms Menu:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines whether the messages gauge may be drawn at the same time as the wingman comms menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; (messages are not visible while the comms menu is open)&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Offset:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines the vertical pixel offset added to the position of the bottom background frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]}}&lt;br /&gt;
&lt;br /&gt;
====Center Text On Gauge X-Position:====&lt;br /&gt;
{{Table375|&lt;br /&gt;
Sets whether to position the center of the text to the gauge&#039;s X-position.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; if the gauge is explicitly given a position, &#039;&#039;&#039;true&#039;&#039;&#039; otherwise&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Fixed Messages:|+Fixed Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
====N-gon Sides:====&lt;br /&gt;
{{Table190|&lt;br /&gt;
Defines the number of sides a regular polygon (N-gon) radar has.  If defined, the standard radar&#039;s edge is drawn as an N-gon, instead of the standard ellipsoid.  Blips that are projected outside of the N-gon are snapped to the edge: the blip&#039;s angle stays the same but the blip&#039;s radius to the center of the plot area is reduced.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;0&#039;&#039;&#039; A value of 0 means to use the standard ellipsoid radar&lt;br /&gt;
*Minimum value: &#039;&#039;&#039;3&#039;&#039;&#039; (which is a triangle)&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]}}&lt;br /&gt;
&lt;br /&gt;
====N-gon Offset:====&lt;br /&gt;
{{Table190|&lt;br /&gt;
Defines the angular offset to apply to the N-gon perimeter.  The first vertex is at the 3 o&#039;clock position, positive offsets spin this vertex counter-clockwise, negative offsets spin this clockwise.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Float&#039;&#039;&#039; (radians)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Wxfred2Contributions&amp;diff=63760</id>
		<title>Wxfred2Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Wxfred2Contributions&amp;diff=63760"/>
		<updated>2022-05-01T11:05:03Z</updated>

		<summary type="html">&lt;p&gt;Z64555: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note | wxFRED has been abandoned in favor of qtFRED.  This page has been left as a testament to efforts put into wxFRED as it laid the foundation for qtFRED.}}&lt;br /&gt;
&lt;br /&gt;
First off, thanks for stopping by!&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve found this page, it probably means that you or someone you know is interested in the development of the upcoming wxFRED2, a port of the Freespace 2 Editor to use the wxWidgets GUI library. Here we&#039;ll post some useful links as well as a guideline or two.&lt;br /&gt;
&lt;br /&gt;
If you have not done so already, please skim over this forum topic: [http://www.hard-light.net/forums/index.php?topic=82688.0 The &amp;quot;Read Me First&amp;quot; Posts]&lt;br /&gt;
&lt;br /&gt;
=Getting the source code=&lt;br /&gt;
We&#039;ll be starting off by using the GitHub repository for the wxFRED2, so as to achieve familiarity with the GitHub workflow.&lt;br /&gt;
&lt;br /&gt;
* Download and install the [http://git-scm.com/downloads latest version of git]&lt;br /&gt;
* Sign Up on or Log Into [http://github.com GitHub]&lt;br /&gt;
* Fork the [https://github.com/scp-fs2open/fs2open.github.com/tree/wxfred2 wxFRED2 branch] from the GitHub repository&lt;br /&gt;
* Make changes to the wxfred2 branch&lt;br /&gt;
** Verify the changes are compilable and buildable&lt;br /&gt;
* Commit your changes to your local repo, then push your local repo onto your forked repo on GitHub&lt;br /&gt;
* Issue a Pull Request, and a badged SCP member (probably z64555) will review &amp;amp; commit your changes&lt;br /&gt;
&lt;br /&gt;
=Mission statement of the wxFRED2 project=&lt;br /&gt;
Trash the MFC UI elements, Use wxWidgets UI elements, use as much of the existing code as possible (while not screwing over future development)&lt;br /&gt;
&lt;br /&gt;
=Coding Gudelines=&lt;br /&gt;
&amp;quot;The Golden Rule&amp;quot;&lt;br /&gt;
* No business logic be located in the UI elements&lt;br /&gt;
* UI stuff is strictly UI&lt;br /&gt;
* Any operations in the UI that do actual work must go through an API provided by wxfred2.h and wxfred2.cpp&lt;br /&gt;
&lt;br /&gt;
=Coding Style=&lt;br /&gt;
* Any coding style is permitted, just be sure to follow the existing style if you are editing a file&lt;br /&gt;
* &amp;quot;Allman&amp;quot; is the most prevalent brace and spacing style&lt;br /&gt;
* wxWidgets class names are camel case, and have a lowercase prefix of 2 to 4 letters. ex: &amp;quot;frmFRED&amp;quot; for frame, &amp;quot;glcVieport&amp;quot; for a glCanvas, etc.&lt;br /&gt;
** All other class names are camel case and have no prefix, and first letter is capitalized. ex: ViewSettings&lt;br /&gt;
* wxWidgets Handler methods/functions are camel case, and have the first letter capitalized ex: OnPaint()&lt;br /&gt;
** All other methods/functions may have their own style, but please be sure to follow existing style if present&lt;br /&gt;
&lt;br /&gt;
=Features and Bugs=&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Maintainers: Please be sure to mark the date this was last edited by using --~~~~----&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Updated by: --[[User:Z64555|Z64555]] 11:13, 23 October 2013 (UTC)----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color:red&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color:black&amp;quot; &lt;br /&gt;
! Component or Feature&lt;br /&gt;
! Active Developer(s)&lt;br /&gt;
! Completed&lt;br /&gt;
|- style=&amp;quot;color:green&amp;quot;&lt;br /&gt;
| create all windows&lt;br /&gt;
| z64555&lt;br /&gt;
| yes&lt;br /&gt;
|-&lt;br /&gt;
| glViewport&lt;br /&gt;
| z64555&lt;br /&gt;
| no&lt;br /&gt;
|-&lt;br /&gt;
| docFRED&lt;br /&gt;
| z64555&lt;br /&gt;
| no&lt;br /&gt;
|-&lt;br /&gt;
| File-New Mission&lt;br /&gt;
| ?&lt;br /&gt;
| no&lt;br /&gt;
|-&lt;br /&gt;
| File-Save Mission&lt;br /&gt;
| niffiwan?&lt;br /&gt;
| no&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some Pastebins for reference/discussion&lt;br /&gt;
* http://pastebin.com/qBSATeP2 Early API for UI/backend&lt;br /&gt;
* http://pastebin.com/BWXamnrf viewport header&lt;br /&gt;
* http://pastebin.com/uu87vurg viewport source&lt;br /&gt;
* http://pastebin.com/v9Sh58v9 mission frame (context) header&lt;br /&gt;
* http://pastebin.com/z8nADzxt mission frame (context) source&lt;br /&gt;
&lt;br /&gt;
Please use [http://scp.indiegames.us/mantis/set_project.php?project_id=1;2 Mantis] for bug tracking.&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Feature_Requests&amp;diff=63759</id>
		<title>Feature Requests</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Feature_Requests&amp;diff=63759"/>
		<updated>2022-05-01T10:59:34Z</updated>

		<summary type="html">&lt;p&gt;Z64555: Add link to current feature request tracking system, the github issue board&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This page is rather out of date, and many of these features have already been implemented in FSO.  All further feature requests are to be made on the [https://github.com/scp-fs2open/fs2open.github.com/issues Github issue tracker]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Requests ==&lt;br /&gt;
&lt;br /&gt;
=== Internal Cockpit View - HUD System Changes ===&lt;br /&gt;
In order to get a more immersive in-cockpit view than we currently have, there are a number of necessary changes.&lt;br /&gt;
The short-term system changes would primarily involve:&lt;br /&gt;
* An option somewhere to turn cockpit view on or off.&lt;br /&gt;
* Placing a specified &#039;standard cockpit model&#039; POF in the mission with it&#039;s eyepoint lined up with the players in-ship viewpoint.&lt;br /&gt;
* A way to move or replicate the HUD and all it&#039;s functionality to fit in with the standard cockpit model. (This would most likely involve completing the HUD_guages.tbl feature, but it would also involve a way to define an alternate &#039;in cockpit&#039; HUD component layout)&lt;br /&gt;
&lt;br /&gt;
In the long term this feature would involve:&lt;br /&gt;
* Being able to define a different internal cockpit on a per-ship basis.&lt;br /&gt;
* Different internal cockpit models would need to be associated with different HUD component layouts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The changes are described in detail in this thread [http://www.hard-light.net/forums/index.php/topic,48726.msg990018.html#msg990018 here.]&lt;br /&gt;
&lt;br /&gt;
I&#039;m more than willing to help out any coders who do take this on in regards to the modeling/texturing/interface art side of things. --[[User: VA|VA]]&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Supported By:&#039;&#039;&#039; FSU, Twisted Infinities, [[Starfox:_Shadows_of_Lylat|Shadows of Lylat]], [[Star Wars Conversion|Fate of the Galaxy]], The Dark Space Project&lt;br /&gt;
&lt;br /&gt;
=== Orders for bomber turrets ===&lt;br /&gt;
When using retail AI (as opposed to a modified AI package like Fury AI), bomber turrets only attack your target, which makes them usless as defensive weapons. The idea is to be able to order your turret and make it useful. Added comm options would be:&lt;br /&gt;
&lt;br /&gt;
*turret: (keypress shift-1),&lt;br /&gt;
**protect me&lt;br /&gt;
**sync to gun (acts as a gunpoint)&lt;br /&gt;
**attack my target&lt;br /&gt;
**defend all friendlies&lt;br /&gt;
**attack any hostile&lt;br /&gt;
*all turrets: (keypress shift-2)&lt;br /&gt;
**protect me&lt;br /&gt;
**sync to gun (acts as a gunpoint)&lt;br /&gt;
**attack my target&lt;br /&gt;
**defend all friendlies&lt;br /&gt;
**attack any hostile&lt;br /&gt;
&lt;br /&gt;
(This idea is modified from one from the thread &amp;quot;actually useful bomber turrets&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Supported By:&#039;&#039;&#039; several comunity members and by The Dark Space Project. Note that many custom AI profiles now allow turrets to select their own targets.&lt;br /&gt;
&lt;br /&gt;
=== Multiple shield meshes ===&lt;br /&gt;
You can have an individual shield mesh for each part of the ship. It would also allow you to shield certain turrets, important parts, ect. and not shield everything else.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Supported By:&#039;&#039;&#039; The Dark Space, FreeSpace: Arcade (unadvertised mod)&lt;br /&gt;
&lt;br /&gt;
=== Toggleable subsystems ===&lt;br /&gt;
Support for subsystems that can be turned on and off (ie when &#039;off&#039;, act as though they never existed - are untargetable, leave behind no damage LOD, do not take damage, cannot be collided with, etc.) This would be useful for ships where someone might want to remove or swap a subsystem (ie fighter cockpits could have Terran and Vasudan versions). The ability to do this with turrets too would be great.&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; [[Starfox:_Shadows_of_Lylat|Shadows of Lylat]], Twisted Infinities, [[Fringespace]], [[The Sagitta Project]]&lt;br /&gt;
&lt;br /&gt;
=== Minefields ===&lt;br /&gt;
&lt;br /&gt;
Just like asteroid fields, only they&#039;re mines, and they explode violently instead of burning up. &lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Supported By:&#039;&#039;&#039; Starforce&lt;br /&gt;
&lt;br /&gt;
=== Ship headlights ===&lt;br /&gt;
&lt;br /&gt;
Ship headlights/floodlights that actually cast light on objects.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Supported By:&#039;&#039;&#039; Starforce, The Dark Space Project&lt;br /&gt;
&lt;br /&gt;
=== Maximum asteroid number increase ===&lt;br /&gt;
&lt;br /&gt;
From 256 to 1024+ (possibly use depth culling to reduce rendering load).&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Supported By:&#039;&#039;&#039; Starforce&lt;br /&gt;
&lt;br /&gt;
=== Gatling Turrets ===&lt;br /&gt;
Support for Gatling gun turrets, which work same as a regular multipart turret but has an extra subobject (child of the barel) that rotates while the turret is firing.&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; Nukemod - Children of Shiva, [[The Sagitta Project]], The Dark Space Project&lt;br /&gt;
&lt;br /&gt;
=== Submodel Animation Triggers &amp;amp; Upgrades ===&lt;br /&gt;
Trigger Requests:&lt;br /&gt;
* Subspace - Performs animation on entrance to supspace, and undoes when a ship comes out of subspace, and acts as a initial position if the &amp;quot;mission takes place in subspace&amp;quot; flag is set.&lt;br /&gt;
*Weapon Fire - Performs animation when weapon is fired and undoes it before the weapon can fire again.&lt;br /&gt;
*Sexp - Animation triggered by sexp.&lt;br /&gt;
*Flight Control - Triggered by the the activation, toggle or motion of a particular flight control.&lt;br /&gt;
Requested Upgrades:&lt;br /&gt;
*Support for submodel translation within the submodel animation code. (It *can* already be done, but only with scripting, and doing it this way breaks collision detection)&lt;br /&gt;
*Support for &amp;quot;model-relative&amp;quot; movement in addition to &amp;quot;current submodel position-relative&amp;quot; movement that already exists.&lt;br /&gt;
*Incremental movement - moves a submodel to the position indicated, but does not undo the motion.&lt;br /&gt;
*Glowpoint linking - Make it possible to activate/deactivate/toggle a certain bank/slot of glowpoint(s).&lt;br /&gt;
*Counter-rotate option - allow an object to inherit its parent&#039;s motion while counter-rotating, usefull for translation effect.&lt;br /&gt;
*Increase heirarchy depth instance limit to at least 10 levels of heirarchy.&lt;br /&gt;
*Simple linked animation support - Support for animations liked with flight controls and other variable setting ship controls, usefull for making animated cockpit controls, control surfaces, and thrust vectoring nozzels.&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; Nukemod - Children of Shiva, Twisted Infinities, [[Starfox:_Shadows_of_Lylat|Shadows of Lylat]], [[Fringespace]], [[The Sagitta Project]]&lt;br /&gt;
&lt;br /&gt;
=== 3D Muzzle Flashes ===&lt;br /&gt;
Support for pof based 3d muzzel flashes. perhaps also add variables for scale factor and fade speed. &lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; Nukemod - Children of Shiva&lt;br /&gt;
&lt;br /&gt;
=== Arrays and Other Collections ===&lt;br /&gt;
Support for FRED using arrays or other collections (or both) in a similar fashion to variables as there is currently no way to directly associate two variables with each other. Obviously some way to search the collection for a certain value would be needed. &lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; MindGames, [[The Babylon Project]], Twisted Infinities&lt;br /&gt;
&lt;br /&gt;
=== Warping Without Vortex ===&lt;br /&gt;
Adds another checkbox to the arrival and departure cues for ships and wings, to disable rendering of the warp vortex, but will preserve all other aspescts of conventional warping, such as the arrival/departure speeds and deceleration/accelleration.  Current option to disable warp rendering, will cause ship to appear and disappear without movement.&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; [[The Babylon Project]], [[Fringespace]]&lt;br /&gt;
&lt;br /&gt;
=== Convergence Firing ===&lt;br /&gt;
Also called &amp;quot;X-Firing&amp;quot;, allows a weapon to have secondary source effects so that a weapon can appear to gain a charge boost from converging fire from other sources on the model.  Could be either a beam or a standard primary.  Would require additional data in the weapon table entry, for effects to be used and timing of the secondary prior to the main firing sequence, as well as data on the turret entry in the ships table, indicating co-ords for where the secondary effects will originate, and the number of secondary sources.&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; [[The Babylon Project]], [[Fringespace]]&lt;br /&gt;
&lt;br /&gt;
=== Adjustable Weapon Convergence ===&lt;br /&gt;
&lt;br /&gt;
Add an ability in-game to adjust the distance from the firing points where a fighter/bomber&#039;s weapons will converge on a specific point, in distance from the ship (i.e. 100 m, 300 m, etc).&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; [[Beyond the Red Line]], [[Star Wars Conversion]], [[Fringespace]]&lt;br /&gt;
&lt;br /&gt;
=== Cinematic Controls ===&lt;br /&gt;
&lt;br /&gt;
Add in a large number of commands in FRED to make in-mission cut scenes easier to do and with more exact control. The full list is as follows:&lt;br /&gt;
* FirePrimary (Ship) (# seconds)&lt;br /&gt;
* FireSecondary (Ship) (# times)&lt;br /&gt;
* FireCM (Ship) (# times)&lt;br /&gt;
* FireTurret (Ship) (Turret) (Target &amp;lt;co-ords or ship&amp;gt;) (# times)&lt;br /&gt;
* MoveRotation (Ship) (Degrees)&lt;br /&gt;
* MoveSmoothFP (Ship) (Waypoint)&lt;br /&gt;
* IgnoreAllButOrders (Ship)&lt;br /&gt;
* UseAfterburner (Ship) (# seconds)&lt;br /&gt;
* ForwardShields (Ship) (# Times)&lt;br /&gt;
* RightShields (Ship) (# Times)&lt;br /&gt;
* RearShields (Ship) (# Times)&lt;br /&gt;
* LeftShields (Ship) (# Times)&lt;br /&gt;
* TogglePrimaryB1 (Ship)&lt;br /&gt;
* TogglePrimaryB2 (Ship)&lt;br /&gt;
* ToggleSecondaryB1 (Ship)&lt;br /&gt;
* ToggleSecondaryB2 (Ship)&lt;br /&gt;
* ToggleSecondaryB3 (Ship)&lt;br /&gt;
* SetDoublePrimary (Ship)&lt;br /&gt;
* SetDoubleSecondary (Ship) (Bank)&lt;br /&gt;
* CounterDestroysMissile (Target Ship) (Firing Ship)&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; [[The Sagitta Project]]&lt;br /&gt;
&lt;br /&gt;
=== Include List of Completed Campaigns in Pilot File ===&lt;br /&gt;
&lt;br /&gt;
When a Pilot begins a campaign, the name of this campaign is saved in the Pilot file along with an Integer at 0.  If and when the Campaign is completed, 1 is added to the Integer.  The Campaign and the number of completions can be viewed in the Barracks.&lt;br /&gt;
&lt;br /&gt;
=== Persistent Impact Explosion Effects ===&lt;br /&gt;
&lt;br /&gt;
When a weapon with this enabled hits its target, it will leave behind a sustained explosion effect to give more proper impression of damage to a target vessel.  Explosion effects would be defined in the tables, with fields for explosion size, duration, effect, and an option for large explosion effects to have a series of smaller explosions along the perimeter to make it more convincing.  Damage for beam weapons should be simple, with the exception of slasher types, since they don&#039;t create a continuous swath of damage.  Persistent explosions could also be made to be created when subsystems are destroyed.  Could tie in with damage decals if it ever gets implemented.&lt;br /&gt;
&lt;br /&gt;
=== In-Game Microphone Chat ===&lt;br /&gt;
&lt;br /&gt;
It would be nice to have this feature integrated into the multiplayer instead of having to run another program, such as TeamSpeak, in the background.&lt;br /&gt;
&lt;br /&gt;
=== Sound Test ===&lt;br /&gt;
&lt;br /&gt;
And/or music player. Both FS1 &amp;amp; 2 tracks. Accessible from the Tech Room.&lt;br /&gt;
&lt;br /&gt;
== In Progress ==&lt;br /&gt;
=== Customizable ship types ===&lt;br /&gt;
Add a new table (or an addendum to ships.tbl) that would allow modders to turn on and off individual aspects of ship types, as well as define new ones. Type should be settable in the $Flags: variable, just as it is now, and the :V: defaults should be integrated so that they may be overriden by mods.&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; [[The Babylon Project]], Twisted Infinities, [[Fringespace]]&lt;br /&gt;
&lt;br /&gt;
== Partially Complete ==&lt;br /&gt;
&lt;br /&gt;
=== Side Multipart Turrets ===&lt;br /&gt;
Support for fully rotating turrets on the sides of ships.&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; [[Beyond the Red Line]], [[The Babylon Project]], [[Wing Commander Saga]], Nukemod - Children of Shiva, [[Star Wars Conversion|Fate of the Galaxy]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Implemented. See [http://www.hard-light.net/forums/index.php/topic,43524.0.html Bobboau&#039;s Turret Build]&#039;&#039;&#039; &#039;&#039;However&#039;&#039;, changes have since been put &#039;&#039;&#039;on hiatus&#039;&#039;&#039; due to code incompatibilites, in both stable and HEAD builds.&lt;br /&gt;
&lt;br /&gt;
== Implemented ==&lt;br /&gt;
&lt;br /&gt;
=== Flak Screen ===&lt;br /&gt;
Ability to set detonation range/time for flak shots so that flak weapons could fire at approaching ships beyond their &#039;detonation range&#039; thus generating a flak screen in front of the approaching ships with the flak explosions. Preferably with little variance in the exact detonation time as there is always a little variance in normal flak explosions. Beams already support this sort of firing with +range: option.&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Wanderer|Wanderer]] 10:56, 9 Dec 2005 (GMT)&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; The Apocalypse Project&lt;br /&gt;
&lt;br /&gt;
=== Submodel Animation Triggers &amp;amp; Upgrades ===&lt;br /&gt;
*Afterburners - Performs animation when afterburners are used and undoes the anumation when they go off.&lt;br /&gt;
*Turret Fire - Performs animation when a particular turret is fired and undoes it before the turret can fire again.&lt;br /&gt;
&lt;br /&gt;
=== Muzzle Flashes and Turrets ===&lt;br /&gt;
Extented support for muzzle flashes so that all turreted weapons could use the muzzle flashes.&lt;br /&gt;
:* &#039;&#039;&#039;Supported By:&#039;&#039;&#039; [[Starfox:_Shadows_of_Lylat|Shadows of Lylat]], Twisted Infinities, The Dark Space&lt;br /&gt;
&lt;br /&gt;
=== Limited Sensor Range For Non-Primitive Sensors ===&lt;br /&gt;
Self-explanatory. Implemented, see [[SCP SEXPs#radar set max range|Radar set max range]]. [[User:Shade|Shade]] 23:52, 17 August 2007 (CDT)&lt;br /&gt;
:*&#039;&#039;&#039;Supported By:&#039;&#039;&#039; [[The Starforce Mod|Starforce]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions&amp;diff=63748</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions&amp;diff=63748"/>
		<updated>2022-04-25T14:00:42Z</updated>

		<summary type="html">&lt;p&gt;Z64555: Z64555 moved page Frequently Asked Questions to Frequently Asked Questions (FAQ): Rename for search bar to hit on common abbreviation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Frequently Asked Questions (FAQ)]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63747</id>
		<title>Frequently Asked Questions (FAQ)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63747"/>
		<updated>2022-04-25T14:00:42Z</updated>

		<summary type="html">&lt;p&gt;Z64555: Z64555 moved page Frequently Asked Questions to Frequently Asked Questions (FAQ): Rename for search bar to hit on common abbreviation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains answers to questions that may be asked when playing newer versions of FSO.  They are usually questions related to new behaviors not present in older version or vanilla FreeSpace, and are often questions that don&#039;t have a simple one-line answer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Why are my bindings back to defaults?===&lt;br /&gt;
If you created or played with a pilot on FSO 22.0 or later, your bindings were moved into files known as &amp;quot;presets&amp;quot; which are saved in a sub directory of your players folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Users\z64555\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\players\presets&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The reason why your bindings are back to defaults in pre-22.0 version is because:&lt;br /&gt;
&lt;br /&gt;
1. Older versions of FSO still require that the pilot have bindings in them, or else FSO will crash because it doesn&#039;t know how to handle a pilot with missing data.&lt;br /&gt;
&lt;br /&gt;
2. To prevent having a new preset generated each time the same pilot is used across pre- and post-22.0 versions of FSO, the bindings within the pilot are forced to the defaults.&lt;br /&gt;
* The bindings that were originally saved are still safe within the &#039;&#039;&#039;&#039;&#039;\presets&#039;&#039;&#039;&#039;&#039; sub directory.&lt;br /&gt;
&lt;br /&gt;
Related Github issue: [https://github.com/scp-fs2open/fs2open.github.com/issues/3902 Issue 3902]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Why can&#039;t I use my pilot with different versions of FSO?===&lt;br /&gt;
Our pilot file handling code has improved over the years to allow new data to be added to the pilot file, but we still haven&#039;t managed to get it in a perfect state due to a lack of manpower and interest.&lt;br /&gt;
&lt;br /&gt;
Pilot files might be still usable across different versions of FSO, but this can not be guaranteed at this point in time.  When in doubt, it is always recommended that you make a clone of your pilot and use the clone for that version of FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Can I use multiple joysticks in FSO?===&lt;br /&gt;
As of FSO version 22.0, players are now able to assign up to 4 independent joysticks, gamepads, throttles, or game controllers; independently assign the mouse to controls; can assign a primary input binding and a secondary input binding from two different joysticks per control.&lt;br /&gt;
&lt;br /&gt;
In order to make use of this capability, you must use a compatible launcher or manually set the joystick ID and GUID&#039;s within your &#039;&#039;&#039;fs2_open.ini&#039;&#039;&#039; file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Where is the fs2_open.ini file?====&lt;br /&gt;
This may be found within AppData.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Users\z64555\AppData\Roaming\HardLightProductions\FreeSpaceOpen\fs2_open.ini&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====How do I assign my joysticks in the fs2_open.ini?====&lt;br /&gt;
Add the following keys to your .ini, underneath the &#039;&#039;&#039;[Default]&#039;&#039;&#039; section:&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy0ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy0GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy1ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy1GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy2ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy2GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy3ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy3GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joy0&#039;&#039;&#039; is effectively the same as &#039;&#039;&#039;CurrentJoystick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Where do I get the Joystick ID&#039;s and GUID&#039;s?====&lt;br /&gt;
{{Note|For best reliability, the GUID&#039;s must be obtained from FSO itself, not from any other third-party app.}}&lt;br /&gt;
&lt;br /&gt;
This is the most difficult part of manually assigning the joysticks, depending on your operating system and familiarity with command prompt/ shell.  Essentially, you&#039;ll want to run FSO with the &#039;&#039;&#039;-get_flags json_v1&#039;&#039;&#039; commandline flag from the command prompt, power shell, or bash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C;\Games\FreeSpaceOpen\fs2_open_22_0_0_x64_SSE2.exe -get_flags json_v1 &amp;gt; flags.txt&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Windows users will probably also need to set the &#039;&#039;&#039;FSO_KEEP_STDOUT&#039;&#039;&#039; environment variable, due to its tendency to shut down the STDOUT streams to console when the application is identified as a WINDOWS application (as opposed to a CONSOLE application), in which case they should try the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;cmd /V /C &amp;quot;set FSO_KEEP_STDOUT=1&amp;amp;&amp;amp; fs2_open_22_0_0_x64_SSE2.exe -get_flags json_v1 &amp;gt; flags.txt&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you have a flags.txt file created, look for a section that looks like this:&lt;br /&gt;
&lt;br /&gt;
  {&lt;br /&gt;
    &amp;quot;joysticks&amp;quot;: [&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Joystick Name&amp;quot;,&lt;br /&gt;
        &amp;quot;guid&amp;quot;: &amp;quot;03000000EFBE00006D04000000000000&amp;quot;,&lt;br /&gt;
        &amp;quot;id&amp;quot;: 0,&lt;br /&gt;
        &amp;quot;device&amp;quot;: 0&lt;br /&gt;
      }&lt;br /&gt;
    ]&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
Use the &amp;quot;guid&amp;quot; and &amp;quot;id&amp;quot; key values to assign that joystick to Joy0, Joy1, Joy2, or Joy3 respectively.&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63685</id>
		<title>Frequently Asked Questions (FAQ)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63685"/>
		<updated>2022-02-09T19:21:26Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* Can I use multiple joysticks in FSO? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains answers to questions that may be asked when playing newer versions of FSO.  They are usually questions related to new behaviors not present in older version or vanilla FreeSpace, and are often questions that don&#039;t have a simple one-line answer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Why are my bindings back to defaults?===&lt;br /&gt;
If you created or played with a pilot on FSO 22.0 or later, your bindings were moved into files known as &amp;quot;presets&amp;quot; which are saved in a sub directory of your players folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Users\z64555\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\players\presets&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The reason why your bindings are back to defaults in pre-22.0 version is because:&lt;br /&gt;
&lt;br /&gt;
1. Older versions of FSO still require that the pilot have bindings in them, or else FSO will crash because it doesn&#039;t know how to handle a pilot with missing data.&lt;br /&gt;
&lt;br /&gt;
2. To prevent having a new preset generated each time the same pilot is used across pre- and post-22.0 versions of FSO, the bindings within the pilot are forced to the defaults.&lt;br /&gt;
* The bindings that were originally saved are still safe within the &#039;&#039;&#039;&#039;&#039;\presets&#039;&#039;&#039;&#039;&#039; sub directory.&lt;br /&gt;
&lt;br /&gt;
Related Github issue: [https://github.com/scp-fs2open/fs2open.github.com/issues/3902 Issue 3902]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Why can&#039;t I use my pilot with different versions of FSO?===&lt;br /&gt;
Our pilot file handling code has improved over the years to allow new data to be added to the pilot file, but we still haven&#039;t managed to get it in a perfect state due to a lack of manpower and interest.&lt;br /&gt;
&lt;br /&gt;
Pilot files might be still usable across different versions of FSO, but this can not be guaranteed at this point in time.  When in doubt, it is always recommended that you make a clone of your pilot and use the clone for that version of FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Can I use multiple joysticks in FSO?===&lt;br /&gt;
As of FSO version 22.0, players are now able to assign up to 4 independent joysticks, gamepads, throttles, or game controllers; independently assign the mouse to controls; can assign a primary input binding and a secondary input binding from two different joysticks per control.&lt;br /&gt;
&lt;br /&gt;
In order to make use of this capability, you must use a compatible launcher or manually set the joystick ID and GUID&#039;s within your &#039;&#039;&#039;fs2_open.ini&#039;&#039;&#039; file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Where is the fs2_open.ini file?====&lt;br /&gt;
This may be found within AppData.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Users\z64555\AppData\Roaming\HardLightProductions\FreeSpaceOpen\fs2_open.ini&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====How do I assign my joysticks in the fs2_open.ini?====&lt;br /&gt;
Add the following keys to your .ini, underneath the &#039;&#039;&#039;[Default]&#039;&#039;&#039; section:&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy0ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy0GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy1ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy1GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy2ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy2GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy3ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy3GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joy0&#039;&#039;&#039; is effectively the same as &#039;&#039;&#039;CurrentJoystick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Where do I get the Joystick ID&#039;s and GUID&#039;s?====&lt;br /&gt;
{{Note|For best reliability, the GUID&#039;s must be obtained from FSO itself, not from any other third-party app.}}&lt;br /&gt;
&lt;br /&gt;
This is the most difficult part of manually assigning the joysticks, depending on your operating system and familiarity with command prompt/ shell.  Essentially, you&#039;ll want to run FSO with the &#039;&#039;&#039;-get_flags json_v1&#039;&#039;&#039; commandline flag from the command prompt, power shell, or bash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C;\Games\FreeSpaceOpen\fs2_open_22_0_0_x64_SSE2.exe -get_flags json_v1 &amp;gt; flags.txt&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Windows users will probably also need to set the &#039;&#039;&#039;FSO_KEEP_STDOUT&#039;&#039;&#039; environment variable, due to its tendency to shut down the STDOUT streams to console when the application is identified as a WINDOWS application (as opposed to a CONSOLE application), in which case they should try the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;cmd /V /C &amp;quot;set FSO_KEEP_STDOUT=1&amp;amp;&amp;amp; fs2_open_22_0_0_x64_SSE2.exe -get_flags json_v1 &amp;gt; flags.txt&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you have a flags.txt file created, look for a section that looks like this:&lt;br /&gt;
&lt;br /&gt;
  {&lt;br /&gt;
    &amp;quot;joysticks&amp;quot;: [&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Joystick Name&amp;quot;,&lt;br /&gt;
        &amp;quot;guid&amp;quot;: &amp;quot;03000000EFBE00006D04000000000000&amp;quot;,&lt;br /&gt;
        &amp;quot;id&amp;quot;: 0,&lt;br /&gt;
        &amp;quot;device&amp;quot;: 0&lt;br /&gt;
      }&lt;br /&gt;
    ]&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
Use the &amp;quot;guid&amp;quot; and &amp;quot;id&amp;quot; key values to assign that joystick to Joy0, Joy1, Joy2, or Joy3 respectively.&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63684</id>
		<title>Frequently Asked Questions (FAQ)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63684"/>
		<updated>2022-02-09T18:53:57Z</updated>

		<summary type="html">&lt;p&gt;Z64555: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains answers to questions that may be asked when playing newer versions of FSO.  They are usually questions related to new behaviors not present in older version or vanilla FreeSpace, and are often questions that don&#039;t have a simple one-line answer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Why are my bindings back to defaults?===&lt;br /&gt;
If you created or played with a pilot on FSO 22.0 or later, your bindings were moved into files known as &amp;quot;presets&amp;quot; which are saved in a sub directory of your players folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Users\z64555\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\players\presets&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The reason why your bindings are back to defaults in pre-22.0 version is because:&lt;br /&gt;
&lt;br /&gt;
1. Older versions of FSO still require that the pilot have bindings in them, or else FSO will crash because it doesn&#039;t know how to handle a pilot with missing data.&lt;br /&gt;
&lt;br /&gt;
2. To prevent having a new preset generated each time the same pilot is used across pre- and post-22.0 versions of FSO, the bindings within the pilot are forced to the defaults.&lt;br /&gt;
* The bindings that were originally saved are still safe within the &#039;&#039;&#039;&#039;&#039;\presets&#039;&#039;&#039;&#039;&#039; sub directory.&lt;br /&gt;
&lt;br /&gt;
Related Github issue: [https://github.com/scp-fs2open/fs2open.github.com/issues/3902 Issue 3902]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Why can&#039;t I use my pilot with different versions of FSO?===&lt;br /&gt;
Our pilot file handling code has improved over the years to allow new data to be added to the pilot file, but we still haven&#039;t managed to get it in a perfect state due to a lack of manpower and interest.&lt;br /&gt;
&lt;br /&gt;
Pilot files might be still usable across different versions of FSO, but this can not be guaranteed at this point in time.  When in doubt, it is always recommended that you make a clone of your pilot and use the clone for that version of FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Can I use multiple joysticks in FSO?===&lt;br /&gt;
As of FSO version 22.0, players are now able to assign up to 4 independent joysticks/controllers, independently assign the mouse to controls, and can assign a primary input binding and a secondary input binding from two different joysticks per control.&lt;br /&gt;
&lt;br /&gt;
In order to make use of this capability, you must use a compatible launcher or manually set the joystick ID and GUID&#039;s within your &#039;&#039;&#039;fs2_open.ini&#039;&#039;&#039; file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Where is the fs2_open.ini file?====&lt;br /&gt;
This may be found within AppData.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Users\z64555\AppData\Roaming\HardLightProductions\FreeSpaceOpen\fs2_open.ini&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====How do I assign my joysticks in the fs2_open.ini?====&lt;br /&gt;
Add the following keys to your .ini, underneath the &#039;&#039;&#039;[Default]&#039;&#039;&#039; section:&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy0ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy0GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy1ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy1GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy2ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy2GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy3ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy3GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joy0&#039;&#039;&#039; is effectively the same as &#039;&#039;&#039;CurrentJoystick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Where do I get the Joystick ID&#039;s and GUID&#039;s?====&lt;br /&gt;
{{Note|For best reliability, the GUID&#039;s must be obtained from FSO itself, not from any other third-party app.}}&lt;br /&gt;
&lt;br /&gt;
This is the most difficult part of manually assigning the joysticks, depending on your operating system and familiarity with command prompt/ shell.  Essentially, you&#039;ll want to run FSO with the &#039;&#039;&#039;-get_flags json_v1&#039;&#039;&#039; commandline flag from the command prompt, power shell, or bash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C;\Games\FreeSpaceOpen\fs2_open_22_0_0_x64_SSE2.exe -get_flags json_v1 &amp;gt; flags.txt&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Windows users will probably also need to set the &#039;&#039;&#039;FSO_KEEP_STDOUT&#039;&#039;&#039; environment variable, due to its tendency to shut down the STDOUT streams to console when the application is identified as a WINDOWS application (as opposed to a CONSOLE application), in which case they should try the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;cmd /V /C &amp;quot;set FSO_KEEP_STDOUT=1&amp;amp;&amp;amp; fs2_open_22_0_0_x64_SSE2.exe -get_flags json_v1 &amp;gt; flags.txt&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you have a flags.txt file created, look for a section that looks like this:&lt;br /&gt;
&lt;br /&gt;
  {&lt;br /&gt;
    &amp;quot;joysticks&amp;quot;: [&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Joystick Name&amp;quot;,&lt;br /&gt;
        &amp;quot;guid&amp;quot;: &amp;quot;03000000EFBE00006D04000000000000&amp;quot;,&lt;br /&gt;
        &amp;quot;id&amp;quot;: 0,&lt;br /&gt;
        &amp;quot;device&amp;quot;: 0&lt;br /&gt;
      }&lt;br /&gt;
    ]&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
Use the &amp;quot;guid&amp;quot; and &amp;quot;id&amp;quot; key values to assign that joystick to Joy0, Joy1, Joy2, or Joy3 respectively.&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63683</id>
		<title>Frequently Asked Questions (FAQ)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63683"/>
		<updated>2022-02-09T18:53:08Z</updated>

		<summary type="html">&lt;p&gt;Z64555: Formatting; Add FAQs for multi-joy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains answers to questions that may be asked when playing newer versions of FSO.  They are usually questions related to new behaviors not present in older version or vanilla FreeSpace, and are often questions that don&#039;t have a simple one-line answer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Why are my bindings back to defaults?===&lt;br /&gt;
If you created or played with a pilot on FSO 22.0 or later, your bindings were moved into files known as &amp;quot;presets&amp;quot; which are saved in a sub directory of your players folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Users\z64555\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\players\presets&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The reason why your bindings are back to defaults in pre-22.0 version is because:&lt;br /&gt;
&lt;br /&gt;
1. Older versions of FSO still require that the pilot have bindings in them, or else FSO will crash because it doesn&#039;t know how to handle a pilot with missing data.&lt;br /&gt;
&lt;br /&gt;
2. To prevent having a new preset generated each time the same pilot is used across pre- and post-22.0 versions of FSO, the bindings within the pilot are forced to the defaults.&lt;br /&gt;
* The bindings that were originally saved are still safe within the &#039;&#039;&#039;&#039;&#039;\presets&#039;&#039;&#039;&#039;&#039; sub directory.&lt;br /&gt;
&lt;br /&gt;
Related Github issue: [https://github.com/scp-fs2open/fs2open.github.com/issues/3902 Issue 3902]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Why can&#039;t I use my pilot with different versions of FSO?===&lt;br /&gt;
Our pilot file handling code has improved over the years to allow new data to be added to the pilot file, but we still haven&#039;t managed to get it in a perfect state due to a lack of manpower and interest.&lt;br /&gt;
&lt;br /&gt;
Pilot files might be still usable across different versions of FSO, but this can not be guaranteed at this point in time.  When in doubt, it is always recommended that you make a clone of your pilot and use the clone for that version of FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Can I use multiple joysticks in FSO?===&lt;br /&gt;
As of FSO version 22.0, players are now able to assign up to 4 independent joysticks/controllers, independently assign the mouse to controls, and can assign a primary input binding and a secondary input binding from two different joysticks per control.&lt;br /&gt;
&lt;br /&gt;
In order to make use of this capability, you must use a compatible launcher or manually set the joystick ID and GUID&#039;s within your &#039;&#039;&#039;fs2_open.ini&#039;&#039;&#039; file.&lt;br /&gt;
&lt;br /&gt;
====Where is the fs2_open.ini file?====&lt;br /&gt;
This may be found within AppData.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Users\z64555\AppData\Roaming\HardLightProductions\FreeSpaceOpen\fs2_open.ini&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====How do I assign my joysticks in the fs2_open.ini?====&lt;br /&gt;
Add the following keys to your .ini, underneath the &#039;&#039;&#039;[Default]&#039;&#039;&#039; section:&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy0ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy0GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy1ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy1GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy2ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy2GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy3ID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&#039;&#039;Joy3GUID=&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Joy0&#039;&#039;&#039; is effectively the same as &#039;&#039;&#039;CurrentJoystick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Where do I get the Joystick ID&#039;s and GUID&#039;s?====&lt;br /&gt;
{{Note|For best reliability, the GUID&#039;s must be obtained from FSO itself, not from any other third-party app.}}&lt;br /&gt;
&lt;br /&gt;
This is the most difficult part of manually assigning the joysticks, depending on your operating system and familiarity with command prompt/ shell.  Essentially, you&#039;ll want to run FSO with the &#039;&#039;&#039;-get_flags json_v1&#039;&#039;&#039; commandline flag from the command prompt, power shell, or bash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C;\Games\FreeSpaceOpen\fs2_open_22_0_0_x64_SSE2.exe -get_flags json_v1 &amp;gt; flags.txt&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Windows users will probably also need to set the &#039;&#039;&#039;FSO_KEEP_STDOUT&#039;&#039;&#039; environment variable, due to its tendency to shut down the STDOUT streams to console when the application is identified as a WINDOWS application (as opposed to a CONSOLE application), in which case they should try the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;cmd /V /C &amp;quot;set FSO_KEEP_STDOUT=1&amp;amp;&amp;amp; fs2_open_22_0_0_x64_SSE2.exe -get_flags json_v1 &amp;gt; flags.txt&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you have a flags.txt file created, look for a section that looks like this:&lt;br /&gt;
&lt;br /&gt;
  {&lt;br /&gt;
    &amp;quot;joysticks&amp;quot;: [&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Joystick Name&amp;quot;,&lt;br /&gt;
        &amp;quot;guid&amp;quot;: &amp;quot;03000000EFBE00006D04000000000000&amp;quot;,&lt;br /&gt;
        &amp;quot;id&amp;quot;: 0,&lt;br /&gt;
        &amp;quot;device&amp;quot;: 0&lt;br /&gt;
      }&lt;br /&gt;
    ]&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
Use the &amp;quot;guid&amp;quot; and &amp;quot;id&amp;quot; key values to assign that joystick to Joy0, Joy1, Joy2, or Joy3 respectively.&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Template:Main_nav&amp;diff=63682</id>
		<title>Template:Main nav</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Template:Main_nav&amp;diff=63682"/>
		<updated>2022-02-09T18:03:07Z</updated>

		<summary type="html">&lt;p&gt;Z64555: add link to FAQ page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=0 align=right cellpadding=4 cellspacing=0 width=20% style=&amp;quot;margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;Retail FreeSpace&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Getting started|Introduction]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Portal:FreeSpace 1|FreeSpace 1]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Portal:FreeSpace 2|FreeSpace 2]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;FreeSpace Source Code Project&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Getting Started (FreeSpace Open)|Getting Started]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Installing Mods for FS2 Open|Mod installation instructions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[SCP_Additions|List of added capabilities]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Portal:Multiplayer|Multiplayer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Command-Line_Reference|Command-Line Reference]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Development_Reference|Development Reference]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Feature Requests|Feature Requests]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Screenshots]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Frequently Asked Questions]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;Modding FreeSpace&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Portal:Modding|Modding Portal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mod Database]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Portal:FRED|FRED]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Campaign List|User-made Campaigns]]&lt;br /&gt;
|-&lt;br /&gt;
| [[User-made Ships|User-made Ships]]&lt;br /&gt;
|-&lt;br /&gt;
| [[User-Made Weapons|User-made Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Total conversions|Total Conversions]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;FreeSpace Universe&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Portal:FreeSpace Universe|The Universe]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;Other&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Campaign Walkthroughs|Campaign Walkthroughs]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Various Terms|FreeSpace Jargon]]&lt;br /&gt;
|-&lt;br /&gt;
| [[FreeSpace Alpha]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Freespace_Wiki:Community_Portal|FreeSpace Community]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Getting FreeSpace]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guide to FS Open on Linux]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #462424; 70%;&amp;quot;|Alternately, explore the &#039;&#039;&#039;FreeSpace&#039;&#039;&#039; universe through &#039;&#039;[[:Category:Main|categories]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates|Main nav]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63680</id>
		<title>Frequently Asked Questions (FAQ)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63680"/>
		<updated>2022-02-06T16:58:45Z</updated>

		<summary type="html">&lt;p&gt;Z64555: added section - Why can&amp;#039;t I use my pilot with different versions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why are my bindings back to defaults?==&lt;br /&gt;
If you created or played with a pilot on FSO 22.0 or later, your bindings were moved into files known as &amp;quot;presets&amp;quot; which are saved in a sub directory of your players folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Users\z64555\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\players\presets&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The reason why your bindings are back to defaults in pre-22.0 version is because:&lt;br /&gt;
&lt;br /&gt;
1. Older versions of FSO still require that the pilot have bindings in them, or else FSO will crash because it doesn&#039;t know how to handle a pilot with missing data.&lt;br /&gt;
&lt;br /&gt;
2. To prevent having a new preset generated each time the same pilot is used across pre- and post-22.0 versions of FSO, the bindings within the pilot are forced to the defaults.&lt;br /&gt;
* The bindings that were originally saved are still safe within the &#039;&#039;&#039;&#039;&#039;\presets&#039;&#039;&#039;&#039;&#039; sub directory.&lt;br /&gt;
&lt;br /&gt;
Related Github issue: [https://github.com/scp-fs2open/fs2open.github.com/issues/3902 Issue 3902]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why can&#039;t I use my pilot with different versions of FSO?==&lt;br /&gt;
Our pilot file handling code has improved over the years to allow new data to be added to the pilot file, but we still haven&#039;t managed to get it in a perfect state due to a lack of manpower and interest.&lt;br /&gt;
&lt;br /&gt;
Pilot files might be still usable across different versions of FSO, but this can not be guaranteed at this point in time.  When in doubt, it is always recommended that you make a clone of your pilot and use the clone for that version of FSO.&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63663</id>
		<title>Frequently Asked Questions (FAQ)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63663"/>
		<updated>2022-01-23T00:22:55Z</updated>

		<summary type="html">&lt;p&gt;Z64555: Actually fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why are my bindings back to defaults?==&lt;br /&gt;
If you created or played with a pilot on FSO 22.0 or later, your bindings were moved into files known as &amp;quot;presets&amp;quot; which are saved in a sub directory of your players folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Users\z64555\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\players\presets&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The reason why your bindings are back to defaults in pre-22.0 version is because:&lt;br /&gt;
&lt;br /&gt;
1. Older versions of FSO still require that the pilot have bindings in them, or else FSO will crash because it doesn&#039;t know how to handle a pilot with missing data.&lt;br /&gt;
&lt;br /&gt;
2. To prevent having a new preset generated each time the same pilot is used across pre- and post-22.0 versions of FSO, the bindings within the pilot are forced to the defaults.&lt;br /&gt;
* The bindings that were originally saved are still safe within the &#039;&#039;&#039;&#039;&#039;\presets&#039;&#039;&#039;&#039;&#039; sub directory.&lt;br /&gt;
&lt;br /&gt;
Related Github issue: [https://github.com/scp-fs2open/fs2open.github.com/issues/3902 Issue 3902]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63662</id>
		<title>Frequently Asked Questions (FAQ)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63662"/>
		<updated>2022-01-23T00:22:11Z</updated>

		<summary type="html">&lt;p&gt;Z64555: Fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why are my bindings back to defaults?==&lt;br /&gt;
If you created or played with a pilot on FSO 22.0 or later, your bindings were moved into files known as &amp;quot;presets&amp;quot; which are saved in a sub directory of your players folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Users\z64555\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\players\presets&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The reason why your bindings are back to defaults in pre-22.0 version is because:&lt;br /&gt;
&lt;br /&gt;
1. Older versions of FSO still require that the pilot have bindings in them, or else FSO will crash because it doesn&#039;t know how to handle a pilot with missing data.&lt;br /&gt;
&lt;br /&gt;
2. To prevent having a new preset generated each time the same pilot is used across pre- and post-22.0 versions of FSO, the bindings within the pilot are forced to the defaults.&lt;br /&gt;
* The bindings that were originally saved are still safe within the &#039;&#039;&#039;&#039;&#039;\presets&#039;&#039;&#039;&#039;&#039; sub directory.&lt;br /&gt;
&lt;br /&gt;
Related Github issue: [https://github.com/scp-fs2open/fs2open.github.com/issues/3902| Issue 3902]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63661</id>
		<title>Frequently Asked Questions (FAQ)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63661"/>
		<updated>2022-01-22T23:58:59Z</updated>

		<summary type="html">&lt;p&gt;Z64555: added related github issue link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why are my bindings back to defaults?==&lt;br /&gt;
If you created or played with a pilot on FSO 22.0 or later, your bindings were moved into files known as &amp;quot;presets&amp;quot; which are saved in a sub directory of your players folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Users\z64555\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\players\presets&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The reason why your bindings are back to defaults in pre-22.0 version is because:&lt;br /&gt;
&lt;br /&gt;
1. Older versions of FSO still require that the pilot have bindings in them, or else FSO will crash because it doesn&#039;t know how to handle a pilot with missing data.&lt;br /&gt;
&lt;br /&gt;
2. To prevent having a new preset generated each time the same pilot is used across pre- and post-22.0 versions of FSO, the bindings within the pilot are forced to the defaults.&lt;br /&gt;
* The bindings that were originally saved are still safe within the &#039;&#039;&#039;&#039;&#039;\presets&#039;&#039;&#039;&#039;&#039; sub directory.&lt;br /&gt;
&lt;br /&gt;
Related Github issue: [https://github.com/scp-fs2open/fs2open.github.com/issues/3902|Issue 3902]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63660</id>
		<title>Frequently Asked Questions (FAQ)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Frequently_Asked_Questions_(FAQ)&amp;diff=63660"/>
		<updated>2022-01-22T23:58:05Z</updated>

		<summary type="html">&lt;p&gt;Z64555: Created page with &amp;quot;==Why are my bindings back to defaults?== If you created or played with a pilot on FSO 22.0 or later, your bindings were moved into files known as &amp;quot;presets&amp;quot; which are saved in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why are my bindings back to defaults?==&lt;br /&gt;
If you created or played with a pilot on FSO 22.0 or later, your bindings were moved into files known as &amp;quot;presets&amp;quot; which are saved in a sub directory of your players folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;C:\Users\z64555\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\players\presets&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The reason why your bindings are back to defaults in pre-22.0 version is because:&lt;br /&gt;
&lt;br /&gt;
1. Older versions of FSO still require that the pilot have bindings in them, or else FSO will crash because it doesn&#039;t know how to handle a pilot with missing data.&lt;br /&gt;
&lt;br /&gt;
2. To prevent having a new preset generated each time the same pilot is used across pre- and post-22.0 versions of FSO, the bindings within the pilot are forced to the defaults.&lt;br /&gt;
* The bindings that were originally saved are still safe within the &#039;&#039;&#039;&#039;&#039;\presets&#039;&#039;&#039;&#039;&#039; sub directory.&lt;br /&gt;
&lt;br /&gt;
[https://github.com/scp-fs2open/fs2open.github.com/issues/3902] Related github issue&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Bug_Reporting&amp;diff=63486</id>
		<title>Bug Reporting</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Bug_Reporting&amp;diff=63486"/>
		<updated>2021-08-12T02:56:46Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* Basic Guidelines */ Edit again.  Email isn&amp;#039;t necessary since the issue tracker has ability for discussion.  Also add discord link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Places to ask about or report bugs ==&lt;br /&gt;
&lt;br /&gt;
* All new bugs are submitted here:&lt;br /&gt;
**[https://github.com/scp-fs2open/fs2open.github.com/issues GitHub issues page]&lt;br /&gt;
&lt;br /&gt;
* If you want to ask about bugs, you can do so on the forums:&lt;br /&gt;
**[https://www.hard-light.net/forums/index.php/board,50.0.html FSSCP Forums]&lt;br /&gt;
&lt;br /&gt;
== Basic Guidelines ==&lt;br /&gt;
&lt;br /&gt;
# Look before you leap - make sure there isn&#039;t a similar bug before you post a new one. If there is a similar bug, post info on your particular circumstance.&lt;br /&gt;
# ALWAYS post what build you&#039;re using (If it&#039;s named something like &amp;quot;fs2_open_r&amp;quot;, post where you got it from and what date it was posted).&lt;br /&gt;
# ALWAYS post what command lines you&#039;re using (And which ones the bug happens with).&lt;br /&gt;
# ALWAYS post what graphics options you are using (OpenGL/D3D).&lt;br /&gt;
# Don&#039;t just post the bug. Post any and all relevant info, and if you aren&#039;t sure if something might be relevant - post it anyway.&lt;br /&gt;
# If at all possible, please post contact info in the form of a Discord handle.  The Github Issue tracker does well for keeping relevant information about bugs stapled to the bug report, but sometimes a real-time conversation on [https://discord.gg/QFdueKEYrN Discord] is best.&lt;br /&gt;
# If you&#039;ve got the time, run a debug build and post any errors you get with it (Not all builds have a debug build with them though).&lt;br /&gt;
# Keep track of any bugs you post (in)! Nothing is more annoying than not being able to close a bug simply because you don&#039;t know if it&#039;s solved or not.&lt;br /&gt;
# Make sure to include what mediaVPs you&#039;re using.&lt;br /&gt;
&lt;br /&gt;
== Error logs ==&lt;br /&gt;
&lt;br /&gt;
Especially when using debug builds, FreeSpace 2 will generate files called &amp;quot;errorlog.txt&amp;quot; and more importantly &amp;quot;fs2_open.log&amp;quot; (new version of older &amp;quot;fs.log&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== fs.log OR fs2_open.log ===&lt;br /&gt;
&lt;br /&gt;
These files - &amp;quot;fs.log&amp;quot; and &amp;quot;fs2_open.log&amp;quot; - are generally the same except the later is renamed and is placed into the main data directory instead of the root FreeSpace 2 directory (where the &amp;quot;fs.log&amp;quot; is placed)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Debug build builds new &amp;quot;fs2_open.log&amp;quot; file every time its run - even when there is no problems encountered - so make sure to gather the relevant data before running the debug build again. Posting the last five lines or so of &amp;quot;fs2_open.log&amp;quot; can be handy. Note that Notepad will not display it properly, so you&#039;ll have to open it up in Wordpad to view it properly. Posting the &amp;quot;fs2_open.log&amp;quot; in its full extent is not very useful as it contains a lot of information that debug build reports there.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In some cases it also helps to create an empty text file named &amp;quot;[[debug_filter.cfg]]&amp;quot; to the &#039;&#039;&#039;data&#039;&#039;&#039; directory under the &#039;root&#039; FreeSpace 2 directory and then recreate the &amp;quot;fs2_open.log&amp;quot; file (that is to run debug build again) - with older &amp;quot;fs.log&amp;quot; file the &amp;quot;[[debug_filter.cfg]]&amp;quot; ought to be placed into &#039;root&#039; FreeSpace 2 directory. This causes the debug build to gather a lot more data into the &amp;quot;fs2_open.log&amp;quot; file which may prove useful for debugging the actual issues. The &amp;quot;fs2_open.log&amp;quot; files created with &amp;quot;debug_filter.cfg&amp;quot; in use are easily over a megabyte in size often will not even open in Notepad.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If you read the &amp;quot;fs2_open.log&amp;quot; file you may notice problematic sections by yourself as well but in general &#039;&#039;&#039;do not post the whole &amp;quot;fs2_open.log&amp;quot;&#039;&#039;&#039; file - just the last five or so lines. There are also other very important sections in the &amp;quot;fs2_open.log&amp;quot; file that may help in identifying the issues. Like the section that begins with &#039;&#039;&#039;Building file index...&#039;&#039;&#039; (search for this) and ends to &#039;&#039;&#039;Found 21 roots and 12326 files&#039;&#039;&#039; (numbers may vary) as it contains information of all the various vp files the game loads. Also other sections like OpenAL initialization or OpenGL/D3D initialization may be of some use&lt;br /&gt;
&lt;br /&gt;
=== errorlog.txt ===&lt;br /&gt;
&lt;br /&gt;
Posting the first chunk of data from the corresponding entry in errorlog.txt can be a big help, as it may tell the dev exactly what went wrong where. (This chunk is recognizable, as it should have the date and time that the crash occured).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most recent &#039;crash report&#039; is the last one that has been listed into the &amp;quot;errorlog.txt&amp;quot;. If you encounter the crash repeatedly you might want to first remove the &amp;quot;errorlog.txt&amp;quot; file from the &#039;root&#039; FreeSpace 2 directory and then run the game again. Then you get only single entry to the &amp;quot;errorlog.txt&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Often the only useful information from the &amp;quot;errorlog.txt&amp;quot; is found from the first line of the corresponding entry.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
*The first chunk from a &amp;quot;errorlog.txt&amp;quot; entry&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;fs2_open_r-P4 caused an Illegal Instruction in module fs2_open_r-P4.exe at 001b:005f11b7.&lt;br /&gt;
Exception handler called in FreeSpace 2 Main Thread.&lt;br /&gt;
Error occurred at 1/14/2007 15:17:32.&lt;br /&gt;
E:\Games\FreeSpace2\fs2_open_r-P4.exe, run by Unknown.&lt;br /&gt;
1 processor(s), type 586.&lt;br /&gt;
1024 MBytes physical memory.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The first line - in this case &#039;&#039;&#039;fs2_open_r-P4 caused an Illegal Instruction in module fs2_open_r-P4.exe at 001b:005f11b7.&#039;&#039;&#039; - tells something about the error that occurred. It is also the line that ought to be included into to the error/bug reports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Bug_Reporting&amp;diff=63485</id>
		<title>Bug Reporting</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Bug_Reporting&amp;diff=63485"/>
		<updated>2021-08-12T02:51:48Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* Basic Guidelines */ Replace ICQ guideline with Discord and/or email.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Places to ask about or report bugs ==&lt;br /&gt;
&lt;br /&gt;
* All new bugs are submitted here:&lt;br /&gt;
**[https://github.com/scp-fs2open/fs2open.github.com/issues GitHub issues page]&lt;br /&gt;
&lt;br /&gt;
* If you want to ask about bugs, you can do so on the forums:&lt;br /&gt;
**[https://www.hard-light.net/forums/index.php/board,50.0.html FSSCP Forums]&lt;br /&gt;
&lt;br /&gt;
== Basic Guidelines ==&lt;br /&gt;
&lt;br /&gt;
# Look before you leap - make sure there isn&#039;t a similar bug before you post a new one. If there is a similar bug, post info on your particular circumstance.&lt;br /&gt;
# ALWAYS post what build you&#039;re using (If it&#039;s named something like &amp;quot;fs2_open_r&amp;quot;, post where you got it from and what date it was posted).&lt;br /&gt;
# ALWAYS post what command lines you&#039;re using (And which ones the bug happens with).&lt;br /&gt;
# ALWAYS post what graphics options you are using (OpenGL/D3D).&lt;br /&gt;
# Don&#039;t just post the bug. Post any and all relevant info, and if you aren&#039;t sure if something might be relevant - post it anyway.&lt;br /&gt;
# If at all possible, please post contact info in the form of a Discord handle or email address.&lt;br /&gt;
# If you&#039;ve got the time, run a debug build and post any errors you get with it (Not all builds have a debug build with them though).&lt;br /&gt;
# Keep track of any bugs you post (in)! Nothing is more annoying than not being able to close a bug simply because you don&#039;t know if it&#039;s solved or not.&lt;br /&gt;
# Make sure to include what mediaVPs you&#039;re using.&lt;br /&gt;
&lt;br /&gt;
== Error logs ==&lt;br /&gt;
&lt;br /&gt;
Especially when using debug builds, FreeSpace 2 will generate files called &amp;quot;errorlog.txt&amp;quot; and more importantly &amp;quot;fs2_open.log&amp;quot; (new version of older &amp;quot;fs.log&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== fs.log OR fs2_open.log ===&lt;br /&gt;
&lt;br /&gt;
These files - &amp;quot;fs.log&amp;quot; and &amp;quot;fs2_open.log&amp;quot; - are generally the same except the later is renamed and is placed into the main data directory instead of the root FreeSpace 2 directory (where the &amp;quot;fs.log&amp;quot; is placed)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Debug build builds new &amp;quot;fs2_open.log&amp;quot; file every time its run - even when there is no problems encountered - so make sure to gather the relevant data before running the debug build again. Posting the last five lines or so of &amp;quot;fs2_open.log&amp;quot; can be handy. Note that Notepad will not display it properly, so you&#039;ll have to open it up in Wordpad to view it properly. Posting the &amp;quot;fs2_open.log&amp;quot; in its full extent is not very useful as it contains a lot of information that debug build reports there.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In some cases it also helps to create an empty text file named &amp;quot;[[debug_filter.cfg]]&amp;quot; to the &#039;&#039;&#039;data&#039;&#039;&#039; directory under the &#039;root&#039; FreeSpace 2 directory and then recreate the &amp;quot;fs2_open.log&amp;quot; file (that is to run debug build again) - with older &amp;quot;fs.log&amp;quot; file the &amp;quot;[[debug_filter.cfg]]&amp;quot; ought to be placed into &#039;root&#039; FreeSpace 2 directory. This causes the debug build to gather a lot more data into the &amp;quot;fs2_open.log&amp;quot; file which may prove useful for debugging the actual issues. The &amp;quot;fs2_open.log&amp;quot; files created with &amp;quot;debug_filter.cfg&amp;quot; in use are easily over a megabyte in size often will not even open in Notepad.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If you read the &amp;quot;fs2_open.log&amp;quot; file you may notice problematic sections by yourself as well but in general &#039;&#039;&#039;do not post the whole &amp;quot;fs2_open.log&amp;quot;&#039;&#039;&#039; file - just the last five or so lines. There are also other very important sections in the &amp;quot;fs2_open.log&amp;quot; file that may help in identifying the issues. Like the section that begins with &#039;&#039;&#039;Building file index...&#039;&#039;&#039; (search for this) and ends to &#039;&#039;&#039;Found 21 roots and 12326 files&#039;&#039;&#039; (numbers may vary) as it contains information of all the various vp files the game loads. Also other sections like OpenAL initialization or OpenGL/D3D initialization may be of some use&lt;br /&gt;
&lt;br /&gt;
=== errorlog.txt ===&lt;br /&gt;
&lt;br /&gt;
Posting the first chunk of data from the corresponding entry in errorlog.txt can be a big help, as it may tell the dev exactly what went wrong where. (This chunk is recognizable, as it should have the date and time that the crash occured).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Most recent &#039;crash report&#039; is the last one that has been listed into the &amp;quot;errorlog.txt&amp;quot;. If you encounter the crash repeatedly you might want to first remove the &amp;quot;errorlog.txt&amp;quot; file from the &#039;root&#039; FreeSpace 2 directory and then run the game again. Then you get only single entry to the &amp;quot;errorlog.txt&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Often the only useful information from the &amp;quot;errorlog.txt&amp;quot; is found from the first line of the corresponding entry.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
*The first chunk from a &amp;quot;errorlog.txt&amp;quot; entry&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;fs2_open_r-P4 caused an Illegal Instruction in module fs2_open_r-P4.exe at 001b:005f11b7.&lt;br /&gt;
Exception handler called in FreeSpace 2 Main Thread.&lt;br /&gt;
Error occurred at 1/14/2007 15:17:32.&lt;br /&gt;
E:\Games\FreeSpace2\fs2_open_r-P4.exe, run by Unknown.&lt;br /&gt;
1 processor(s), type 586.&lt;br /&gt;
1024 MBytes physical memory.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The first line - in this case &#039;&#039;&#039;fs2_open_r-P4 caused an Illegal Instruction in module fs2_open_r-P4.exe at 001b:005f11b7.&#039;&#039;&#039; - tells something about the error that occurred. It is also the line that ought to be included into to the error/bug reports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=63285</id>
		<title>Controlconfigdefaults.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=63285"/>
		<updated>2021-03-21T18:47:15Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* $Key Default: */ get fancy template action and dating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit| 2021-02-13 UTC | db2bd97669c949e7d68baa9560192b7d3ad96563}}&lt;br /&gt;
&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;controlconfigdefaults.tbl&#039;&#039;&#039; can be used to modify the default key bindings in FSO.&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigOverride==&lt;br /&gt;
* Starts an Override section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigOverride&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* Only entries that you want to change are required, the rest will use the default binding&lt;br /&gt;
* Entries not listed will be assigned to their default/hardcoded values.&lt;br /&gt;
{{Table371|&lt;br /&gt;
* Multiple #ControlConfigOverride...#End blocks can be provided.&lt;br /&gt;
** Each block defines a separate control config preset&lt;br /&gt;
** The &amp;quot;Defaults&amp;quot; button in the control config screen may be used to reset to the selected preset, then cycle through to the next preset.&lt;br /&gt;
** The first given block is used as the &amp;quot;global&amp;quot; defaults, and is used when working with the key-pressed SEXP and LUA scripts.&lt;br /&gt;
** Note: It&#039;s a good idea to also use [[Strings.tbl]] to change the &amp;quot;Defaults&amp;quot; text on the button to for example &amp;quot;Cycle\nPresets&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigPreset==&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Starts a Preset section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigPreset&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* All keybinds you wish to have bound must be specified, any unspecified keys will be unbound.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
* The name of this control config preset, displayed at the top left corner of the control config screen when selected through the &amp;quot;Defaults&amp;quot; button.&lt;br /&gt;
* If not provided, the first [[#ControlConfigOverride]] block will override the hardcoded defaults, all subsequent blocks will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&lt;br /&gt;
* If not provided, the [[#ControlConfigPreset]] block will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;&#039;&#039;&#039;&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;
===$Bind Name:===&lt;br /&gt;
*Name of the bind or action to modify the default key of.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#List of Bindings|List of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Default:====&lt;br /&gt;
*Key to set as default&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]&lt;br /&gt;
{{Table372|&lt;br /&gt;
*May be unbound by specifying &#039;&#039;&#039;NONE&#039;&#039;&#039; instead of a key}}&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Joy Default:====&lt;br /&gt;
*Joystick button to set as default&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Shift:====&lt;br /&gt;
*Sets the key to require the Shift key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Alt:====&lt;br /&gt;
&lt;br /&gt;
*Sets the key to require the Alt key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Ctrl:====&lt;br /&gt;
* Sets the key to require the Ctrl key&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Category:====&lt;br /&gt;
* Tab where the binding appears in the options menu.&lt;br /&gt;
* Valid entries:	TARGET_TAB, SHIP_TAB, WEAPON_TAB, COMPUTER_TAB&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Text:====&lt;br /&gt;
{{Table212|&lt;br /&gt;
* The label of the control to use in the controls config menu.&lt;br /&gt;
* Is overridden by XSTR, if provided&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; This is meant to be a lazy temporary substitution to modifying [[strings.tbl]].  Your released mod should nstill provide its own strings.tbl.&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Has XStr:====&lt;br /&gt;
* Whether or not the binding has an entry in [[strings.tbl]]&lt;br /&gt;
** If &#039;&#039;&#039;0&#039;&#039;&#039;, assumes no XSTR is provided&lt;br /&gt;
** If &#039;&#039;&#039;1&#039;&#039;&#039;, assumes an XSTR is provided alongside the other ControlConfig strings according to its internal, hardcoded index&lt;br /&gt;
{{Table382|&lt;br /&gt;
** If any nonzero integer &amp;gt;1, is the exact XSTR index within [[strings.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Type:====&lt;br /&gt;
*Determines the type of control this is.&lt;br /&gt;
&lt;br /&gt;
*Valid entries:&lt;br /&gt;
**CC_TYPE_TRIGGER&lt;br /&gt;
***Normal control that activates upon the first press. Resetting devices (such as weapons) will keep firing as long as the key/button is held down.&lt;br /&gt;
**CC_TYPE_CONTINUOUS&lt;br /&gt;
***Control that activates when the key/button is held down, and stays activated until the key/button is released. Ex: Afterburner key.&lt;br /&gt;
*Optional&lt;br /&gt;
*Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
*Syntax &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Disable:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines whether the binding can be used and appears in the options menu. Can be used to hide bindings which are not needed, or to enable bindings which are hidden by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Disable====&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Disables the control&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: (No arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
* All [[#ControlConfigOverride]] and [[#ControlConfigPreset]] sections must be terminated by #End&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
This example does the following...&lt;br /&gt;
*Sets Clear Escort List to Alt-Shift-Q&lt;br /&gt;
*Sets Target Target&#039;s Attacker to Ctrl-Alt-Shift-J, moves it to the Ship Tab, denotes it&#039;s type as a trigger and sets it to not have a XString&lt;br /&gt;
*Sets Transfer Energy from Shield to Laser to R&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ControlConfigOverride&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Clear Escort List&lt;br /&gt;
$Key Default:		KEY_Q&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Target Target&#039;s Nearest Attacker&lt;br /&gt;
$Key Default:		KEY_J&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
$Key Mod Ctrl:		1&lt;br /&gt;
$Category:		SHIP_TAB&lt;br /&gt;
$Has XStr:		0&lt;br /&gt;
$TYPE:			CC_TYPE_TRIGGER&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Transfer Energy Shield-&amp;gt;Laser&lt;br /&gt;
$Key Default:		KEY_R&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==List of Bindings==&lt;br /&gt;
*This is a list of all possible bindings that can be modified.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*These bindings are case-sensitive&lt;br /&gt;
&lt;br /&gt;
===Targeting Ships and Objects===&lt;br /&gt;
*&#039;Target Next Ship&#039;&lt;br /&gt;
*&#039;Target Previous Ship&#039;&lt;br /&gt;
*&#039;Target Next Closest Hostile Ship&#039;&lt;br /&gt;
*&#039;Target Previous Closest Hostile Ship&#039;&lt;br /&gt;
*&#039;Target Next Closest Friendly Ship&#039;&lt;br /&gt;
*&#039;Target Previous Closest Friendly Ship&#039;&lt;br /&gt;
*&#039;Target Ship in Reticle&#039;&lt;br /&gt;
*&#039;Target Target&#039;s Nearest Attacker&#039;&lt;br /&gt;
*&#039;Target Last Ship to Send Transmission&#039;&lt;br /&gt;
*&#039;Turn Off Targeting&#039;&lt;br /&gt;
*&#039;Target Closest Attacking Ship&#039;&lt;br /&gt;
*&#039;Target Next Escort Ship&#039;&lt;br /&gt;
*&#039;Target Closest Repair Ship&#039;&lt;br /&gt;
*&#039;Target Next Uninspected Cargo&#039;&lt;br /&gt;
*&#039;Target Previous Uninspected Cargo&#039;&lt;br /&gt;
*&#039;Target Newest Ship in Area&#039;&lt;br /&gt;
*&#039;Target Target&#039;s Target&#039;&lt;br /&gt;
*&#039;Target Next Hostile Bomb or Bomber&#039;&lt;br /&gt;
*&#039;Target Previous Hostile Bomb or Bomber&#039;&lt;br /&gt;
&lt;br /&gt;
===Targeting Subsystems and Turrets===&lt;br /&gt;
*&#039;Target Subsystem in Reticle&#039;&lt;br /&gt;
*&#039;Target Next Subsystem&#039;&lt;br /&gt;
*&#039;Target Previous Subsystem&#039;&lt;br /&gt;
*&#039;Turn Off Targeting of Subsystems&#039;&lt;br /&gt;
*&#039;Target Next Live Turret&#039;&lt;br /&gt;
*&#039;Target Previous Live Turret&#039;&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*&#039;Fire Primary Weapon&#039;&lt;br /&gt;
*&#039;Fire Secondary Weapon&#039;&lt;br /&gt;
*&#039;Cycle Forward Primary Weapon&#039;&lt;br /&gt;
*&#039;Cycle Backward Primary Weapon&#039;&lt;br /&gt;
*&#039;Cycle Secondary Weapon Bank&#039;&lt;br /&gt;
*&#039;Cycle Secondary Weapon Firing Rate&#039;&lt;br /&gt;
*&#039;Launch Countermeasure&#039;&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
*&#039;Forward Thrust&#039;&lt;br /&gt;
*&#039;Reverse Thrust&#039;&lt;br /&gt;
*&#039;Bank Left&#039;&lt;br /&gt;
*&#039;Bank Right&#039;&lt;br /&gt;
*&#039;Pitch Forward&#039;&lt;br /&gt;
*&#039;Pitch Backward&#039;&lt;br /&gt;
*&#039;Turn Left&#039;&lt;br /&gt;
*&#039;Turn Right&#039;&lt;br /&gt;
*&#039;Right Thrust&#039;&lt;br /&gt;
*&#039;Left Thrust&#039;&lt;br /&gt;
*&#039;Up Thrust&#039;&lt;br /&gt;
*&#039;Down Thrust&#039;&lt;br /&gt;
*&#039;Afterburner&#039;&lt;br /&gt;
*&#039;Glide When Pressed&#039;&lt;br /&gt;
*&#039;Bank When Pressed&#039;&lt;br /&gt;
*&#039;Match Target Speed&#039;&lt;br /&gt;
&lt;br /&gt;
===Throttle Control===&lt;br /&gt;
*&#039;Set Throttle to Zero&#039;&lt;br /&gt;
*&#039;Set Throttle to Max&#039;&lt;br /&gt;
*&#039;Set Throttle to One-Third&#039;&lt;br /&gt;
*&#039;Set Throttle to Two-Thirds&#039;&lt;br /&gt;
*&#039;Increase Throttle 5 Percent&#039;&lt;br /&gt;
*&#039;Decrease Throttle 5 Percent&#039;&lt;br /&gt;
&lt;br /&gt;
===HUD Controls===&lt;br /&gt;
*&#039;Toggle High HUD Contrast&#039;&lt;br /&gt;
*&#039;Toggle HUD&#039;&lt;br /&gt;
*&#039;Toggle HUD Wireframe Target View&#039;&lt;br /&gt;
*&#039;Cycle Radar Range&#039;&lt;br /&gt;
*&#039;Communications Menu&#039;&lt;br /&gt;
*&#039;Show Nav Map&lt;br /&gt;
*&#039;Add or Remove Escort&#039;&lt;br /&gt;
*&#039;Clear Escort List&#039;&lt;br /&gt;
&lt;br /&gt;
===Squadmate Messaging===&lt;br /&gt;
*&#039;Attack My Target&#039;&lt;br /&gt;
*&#039;Disarm My Target&#039;&lt;br /&gt;
*&#039;Disable My Target&#039;&lt;br /&gt;
*&#039;Attack My Subsystem&#039;&lt;br /&gt;
*&#039;Capture My Target&#039;&lt;br /&gt;
*&#039;Engage Enemy&#039;&lt;br /&gt;
*&#039;Form on My Wing&#039;&lt;br /&gt;
*&#039;Ignore My Target&#039;&lt;br /&gt;
*&#039;Protect My Target&#039;&lt;br /&gt;
*&#039;Cover Me&#039;&lt;br /&gt;
*&#039;Return to Base&#039;&lt;br /&gt;
*&#039;Rearm Me&#039;&lt;br /&gt;
&lt;br /&gt;
===Views===&lt;br /&gt;
*&#039;Chase View&#039;&lt;br /&gt;
*&#039;External View&#039;&lt;br /&gt;
*&#039;Toggle External Camera Lock&#039;&lt;br /&gt;
*&#039;Free Look View&#039;&lt;br /&gt;
*&#039;Current Target View&#039;&lt;br /&gt;
*&#039;Increase View Distance&#039;&lt;br /&gt;
*&#039;Decrease View Distance&#039;&lt;br /&gt;
*&#039;Center View&#039;&lt;br /&gt;
*&#039;View Up&#039;&lt;br /&gt;
*&#039;View Rear&#039;&lt;br /&gt;
*&#039;View Left&#039;&lt;br /&gt;
*&#039;View Right&lt;br /&gt;
*&#039;Top-Down View&#039;&lt;br /&gt;
*&#039;Target Padlock View&#039;&lt;br /&gt;
&lt;br /&gt;
===ETS and Shields===&lt;br /&gt;
*&#039;Increase Weapon Energy&#039;&lt;br /&gt;
*&#039;Decrease Weapon Energy&#039;&lt;br /&gt;
*&#039;Increase Shield Energy&#039;&lt;br /&gt;
*&#039;Decrease Shield Energy&#039;&lt;br /&gt;
*&#039;Increase Engine Energy&#039;&lt;br /&gt;
*&#039;Decrease Engine Energy&#039;&lt;br /&gt;
*&#039;Equalize Energy Settings&#039;&lt;br /&gt;
*&#039;Equalize Shields&#039;&lt;br /&gt;
*&#039;Augment Forward Shield&#039;&lt;br /&gt;
*&#039;Augment Rear Shield&#039;&lt;br /&gt;
*&#039;Augment Left Shield&#039;&lt;br /&gt;
*&#039;Augment Right Shield&#039;&lt;br /&gt;
*&#039;Transfer Energy Laser-&amp;gt;Shield&#039;&lt;br /&gt;
*&#039;Transfer Energy Shield-&amp;gt;Laser&#039;&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
*&#039;Enter Subspace (End Mission)&#039;&lt;br /&gt;
*&#039;Increase Time Compression&#039;&lt;br /&gt;
*&#039;Decrease Time Compression&#039;&lt;br /&gt;
*&#039;Toggle Auto Pilot&#039;&lt;br /&gt;
*&#039;Cycle Nav Points&#039;&lt;br /&gt;
*&#039;Toggle Gliding&#039;&lt;br /&gt;
*&#039;Toggle Auto Speed Matching&#039;&lt;br /&gt;
*&#039;Toggle Auto Targeting&#039;&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Only===&lt;br /&gt;
*&#039;(Multiplayer) Message All&#039;&lt;br /&gt;
*&#039;(Multiplayer) Message Friendly&#039;&lt;br /&gt;
*&#039;(Multiplayer) Message Hostile&#039;&lt;br /&gt;
*&#039;(Multiplayer) Message Target&#039;&lt;br /&gt;
*&#039;(Multiplayer) Observer Zoom To Target&#039;&lt;br /&gt;
*&#039;(Multiplayer) Toggle Network info&#039;&lt;br /&gt;
*&#039;(Multiplayer) Self Destruct&#039;&lt;br /&gt;
&lt;br /&gt;
===Custom Controls===&lt;br /&gt;
{{Table382|&lt;br /&gt;
* &#039;Custom Control 1&#039;&lt;br /&gt;
* &#039;Custom Control 2&#039;&lt;br /&gt;
* &#039;Custom Control 3&#039;&lt;br /&gt;
* &#039;Custom Control 4&#039;&lt;br /&gt;
* &#039;Custom Control 5&#039;&lt;br /&gt;
&lt;br /&gt;
These are empty controls for modders and/or scripters to use.&lt;br /&gt;
&lt;br /&gt;
Disabled by default&lt;br /&gt;
&lt;br /&gt;
Default XSTR index is 0 (thus, they do not have an entry in [[strings.tbl]])&lt;br /&gt;
&lt;br /&gt;
The default key bindings are Shift-Alt (1-5) for Custom Control 1-5, respectively.&lt;br /&gt;
&lt;br /&gt;
To use these, create a new entry in a [[#ControlConfigOverride]] block and with the respective name. You should specify a label in [[strings.tbl]], otherwise they&#039;ll show up as &amp;quot;Custom Control&amp;quot; in the control config menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* $Bind Name: Custom Control 1&lt;br /&gt;
* $Has XStr: 1570&lt;br /&gt;
* $Disable: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Allowed Keys==&lt;br /&gt;
*Not all keys are checked by FSO for key bindings, so some of these may not work.&lt;br /&gt;
*List coppied from controlsconfigcommon.cpp and edited to make readable.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*List of keys&lt;br /&gt;
:&#039;KEY_0&#039;&lt;br /&gt;
:&#039;KEY_1&#039;&lt;br /&gt;
:&#039;KEY_2&#039;&lt;br /&gt;
:&#039;KEY_3&#039;&lt;br /&gt;
:&#039;KEY_4&#039;&lt;br /&gt;
:&#039;KEY_5&#039;&lt;br /&gt;
:&#039;KEY_6&#039;&lt;br /&gt;
:&#039;KEY_7&#039;&lt;br /&gt;
:&#039;KEY_8&#039;&lt;br /&gt;
:&#039;KEY_9&#039;&lt;br /&gt;
:&#039;KEY_A&#039;&lt;br /&gt;
:&#039;KEY_B&#039;&lt;br /&gt;
:&#039;KEY_C&#039;&lt;br /&gt;
:&#039;KEY_D&#039;&lt;br /&gt;
:&#039;KEY_E&#039;&lt;br /&gt;
:&#039;KEY_F&#039;&lt;br /&gt;
:&#039;KEY_G&#039;&lt;br /&gt;
:&#039;KEY_H&#039;&lt;br /&gt;
:&#039;KEY_I&#039;&lt;br /&gt;
:&#039;KEY_J&#039;&lt;br /&gt;
:&#039;KEY_K&#039;&lt;br /&gt;
:&#039;KEY_L&#039;&lt;br /&gt;
:&#039;KEY_M&#039;&lt;br /&gt;
:&#039;KEY_N&#039;&lt;br /&gt;
:&#039;KEY_O&#039;&lt;br /&gt;
:&#039;KEY_P&#039;&lt;br /&gt;
:&#039;KEY_Q&#039;&lt;br /&gt;
:&#039;KEY_R&#039;&lt;br /&gt;
:&#039;KEY_S&#039;&lt;br /&gt;
:&#039;KEY_T&#039;&lt;br /&gt;
:&#039;KEY_U&#039;&lt;br /&gt;
:&#039;KEY_V&#039;&lt;br /&gt;
:&#039;KEY_W&#039;&lt;br /&gt;
:&#039;KEY_X&#039;&lt;br /&gt;
:&#039;KEY_Y&#039;&lt;br /&gt;
:&#039;KEY_Z&#039;&lt;br /&gt;
:&#039;KEY_MINUS&#039;&lt;br /&gt;
:&#039;KEY_EQUAL&#039;&lt;br /&gt;
:&#039;KEY_DIVIDE&#039;&lt;br /&gt;
:&#039;KEY_SLASH&#039;&lt;br /&gt;
:&#039;KEY_SLASH_UK&#039;&lt;br /&gt;
:&#039;KEY_COMMA&#039;&lt;br /&gt;
:&#039;KEY_PERIOD&#039;&lt;br /&gt;
:&#039;KEY_SEMICOL&#039;&lt;br /&gt;
:&#039;KEY_LBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_LAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_ESC&#039;&lt;br /&gt;
:&#039;KEY_ENTER&#039;&lt;br /&gt;
:&#039;KEY_BACKSP&#039;&lt;br /&gt;
:&#039;KEY_TAB&#039;&lt;br /&gt;
:&#039;KEY_SPACEBAR&#039;&lt;br /&gt;
:&#039;KEY_NUMLOCK&#039;&lt;br /&gt;
:&#039;KEY_SCROLLOCK&#039;&lt;br /&gt;
:&#039;KEY_CAPSLOCK&#039;&lt;br /&gt;
:&#039;KEY_LSHIFT&#039;&lt;br /&gt;
:&#039;KEY_RSHIFT&#039;&lt;br /&gt;
:&#039;KEY_LALT&#039;&lt;br /&gt;
:&#039;KEY_RALT&#039;&lt;br /&gt;
:&#039;KEY_LCTRL&#039;&lt;br /&gt;
:&#039;KEY_RCTRL&#039;&lt;br /&gt;
:&#039;KEY_F1&#039;&lt;br /&gt;
:&#039;KEY_F2&#039;&lt;br /&gt;
:&#039;KEY_F3&#039;&lt;br /&gt;
:&#039;KEY_F4&#039;&lt;br /&gt;
:&#039;KEY_F5&#039;&lt;br /&gt;
:&#039;KEY_F6&#039;&lt;br /&gt;
:&#039;KEY_F7&#039;&lt;br /&gt;
:&#039;KEY_F8&#039;&lt;br /&gt;
:&#039;KEY_F9&#039;&lt;br /&gt;
:&#039;KEY_F10&#039;&lt;br /&gt;
:&#039;KEY_F11&#039;&lt;br /&gt;
:&#039;KEY_F12&#039;&lt;br /&gt;
:&#039;KEY_PAD0&#039;&lt;br /&gt;
:&#039;KEY_PAD1&#039;&lt;br /&gt;
:&#039;KEY_PAD2&#039;&lt;br /&gt;
:&#039;KEY_PAD3&#039;&lt;br /&gt;
:&#039;KEY_PAD4&#039;&lt;br /&gt;
:&#039;KEY_PAD5&#039;&lt;br /&gt;
:&#039;KEY_PAD6&#039;&lt;br /&gt;
:&#039;KEY_PAD7&#039;&lt;br /&gt;
:&#039;KEY_PAD8&#039;&lt;br /&gt;
:&#039;KEY_PAD9&#039;&lt;br /&gt;
:&#039;KEY_PADMINUS&#039;&lt;br /&gt;
:&#039;KEY_PADPLUS&#039;&lt;br /&gt;
:&#039;KEY_PADPERIOD&#039;&lt;br /&gt;
:&#039;KEY_PADDIVIDE&#039;&lt;br /&gt;
:&#039;KEY_PADMULTIPLY&#039;&lt;br /&gt;
:&#039;KEY_PADENTER&#039;&lt;br /&gt;
:&#039;KEY_INSERT&#039;&lt;br /&gt;
:&#039;KEY_HOME&#039;&lt;br /&gt;
:&#039;KEY_PAGEUP&#039;&lt;br /&gt;
:&#039;KEY_DELETE&#039;&lt;br /&gt;
:&#039;KEY_END&#039;&lt;br /&gt;
:&#039;KEY_PAGEDOWN&#039;&lt;br /&gt;
:&#039;KEY_UP&#039;&lt;br /&gt;
:&#039;KEY_DOWN&#039;&lt;br /&gt;
:&#039;KEY_LEFT&#039;&lt;br /&gt;
:&#039;KEY_RIGHT&#039;&lt;br /&gt;
:&#039;KEY_PRINT_SCRN&#039;&lt;br /&gt;
:&#039;KEY_PAUSE&#039;&lt;br /&gt;
:&#039;KEY_BREAK&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=63284</id>
		<title>Controlconfigdefaults.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=63284"/>
		<updated>2021-03-21T18:36:09Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* $Key Default: */ Added &amp;quot;NONE&amp;quot; as valid entry.  This feature was added by zookeeper back in 2015...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit| 2021-02-13 UTC | db2bd97669c949e7d68baa9560192b7d3ad96563}}&lt;br /&gt;
&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;controlconfigdefaults.tbl&#039;&#039;&#039; can be used to modify the default key bindings in FSO.&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigOverride==&lt;br /&gt;
* Starts an Override section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigOverride&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* Only entries that you want to change are required, the rest will use the default binding&lt;br /&gt;
* Entries not listed will be assigned to their default/hardcoded values.&lt;br /&gt;
{{Table371|&lt;br /&gt;
* Multiple #ControlConfigOverride...#End blocks can be provided.&lt;br /&gt;
** Each block defines a separate control config preset&lt;br /&gt;
** The &amp;quot;Defaults&amp;quot; button in the control config screen may be used to reset to the selected preset, then cycle through to the next preset.&lt;br /&gt;
** The first given block is used as the &amp;quot;global&amp;quot; defaults, and is used when working with the key-pressed SEXP and LUA scripts.&lt;br /&gt;
** Note: It&#039;s a good idea to also use [[Strings.tbl]] to change the &amp;quot;Defaults&amp;quot; text on the button to for example &amp;quot;Cycle\nPresets&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigPreset==&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Starts a Preset section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigPreset&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* All keybinds you wish to have bound must be specified, any unspecified keys will be unbound.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
* The name of this control config preset, displayed at the top left corner of the control config screen when selected through the &amp;quot;Defaults&amp;quot; button.&lt;br /&gt;
* If not provided, the first [[#ControlConfigOverride]] block will override the hardcoded defaults, all subsequent blocks will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&lt;br /&gt;
* If not provided, the [[#ControlConfigPreset]] block will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;&#039;&#039;&#039;&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;
===$Bind Name:===&lt;br /&gt;
*Name of the bind or action to modify the default key of.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#List of Bindings|List of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Default:====&lt;br /&gt;
*Key to set as default&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]], or &#039;&#039;&#039;NONE&#039;&#039;&#039; to unbind it&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Joy Default:====&lt;br /&gt;
*Joystick button to set as default&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Shift:====&lt;br /&gt;
*Sets the key to require the Shift key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Alt:====&lt;br /&gt;
&lt;br /&gt;
*Sets the key to require the Alt key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Ctrl:====&lt;br /&gt;
* Sets the key to require the Ctrl key&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Category:====&lt;br /&gt;
* Tab where the binding appears in the options menu.&lt;br /&gt;
* Valid entries:	TARGET_TAB, SHIP_TAB, WEAPON_TAB, COMPUTER_TAB&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Text:====&lt;br /&gt;
{{Table212|&lt;br /&gt;
* The label of the control to use in the controls config menu.&lt;br /&gt;
* Is overridden by XSTR, if provided&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; This is meant to be a lazy temporary substitution to modifying [[strings.tbl]].  Your released mod should nstill provide its own strings.tbl.&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Has XStr:====&lt;br /&gt;
* Whether or not the binding has an entry in [[strings.tbl]]&lt;br /&gt;
** If &#039;&#039;&#039;0&#039;&#039;&#039;, assumes no XSTR is provided&lt;br /&gt;
** If &#039;&#039;&#039;1&#039;&#039;&#039;, assumes an XSTR is provided alongside the other ControlConfig strings according to its internal, hardcoded index&lt;br /&gt;
{{Table382|&lt;br /&gt;
** If any nonzero integer &amp;gt;1, is the exact XSTR index within [[strings.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Type:====&lt;br /&gt;
*Determines the type of control this is.&lt;br /&gt;
&lt;br /&gt;
*Valid entries:&lt;br /&gt;
**CC_TYPE_TRIGGER&lt;br /&gt;
***Normal control that activates upon the first press. Resetting devices (such as weapons) will keep firing as long as the key/button is held down.&lt;br /&gt;
**CC_TYPE_CONTINUOUS&lt;br /&gt;
***Control that activates when the key/button is held down, and stays activated until the key/button is released. Ex: Afterburner key.&lt;br /&gt;
*Optional&lt;br /&gt;
*Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
*Syntax &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Disable:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines whether the binding can be used and appears in the options menu. Can be used to hide bindings which are not needed, or to enable bindings which are hidden by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Disable====&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Disables the control&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: (No arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
* All [[#ControlConfigOverride]] and [[#ControlConfigPreset]] sections must be terminated by #End&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
This example does the following...&lt;br /&gt;
*Sets Clear Escort List to Alt-Shift-Q&lt;br /&gt;
*Sets Target Target&#039;s Attacker to Ctrl-Alt-Shift-J, moves it to the Ship Tab, denotes it&#039;s type as a trigger and sets it to not have a XString&lt;br /&gt;
*Sets Transfer Energy from Shield to Laser to R&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ControlConfigOverride&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Clear Escort List&lt;br /&gt;
$Key Default:		KEY_Q&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Target Target&#039;s Nearest Attacker&lt;br /&gt;
$Key Default:		KEY_J&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
$Key Mod Ctrl:		1&lt;br /&gt;
$Category:		SHIP_TAB&lt;br /&gt;
$Has XStr:		0&lt;br /&gt;
$TYPE:			CC_TYPE_TRIGGER&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Transfer Energy Shield-&amp;gt;Laser&lt;br /&gt;
$Key Default:		KEY_R&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==List of Bindings==&lt;br /&gt;
*This is a list of all possible bindings that can be modified.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*These bindings are case-sensitive&lt;br /&gt;
&lt;br /&gt;
===Targeting Ships and Objects===&lt;br /&gt;
*&#039;Target Next Ship&#039;&lt;br /&gt;
*&#039;Target Previous Ship&#039;&lt;br /&gt;
*&#039;Target Next Closest Hostile Ship&#039;&lt;br /&gt;
*&#039;Target Previous Closest Hostile Ship&#039;&lt;br /&gt;
*&#039;Target Next Closest Friendly Ship&#039;&lt;br /&gt;
*&#039;Target Previous Closest Friendly Ship&#039;&lt;br /&gt;
*&#039;Target Ship in Reticle&#039;&lt;br /&gt;
*&#039;Target Target&#039;s Nearest Attacker&#039;&lt;br /&gt;
*&#039;Target Last Ship to Send Transmission&#039;&lt;br /&gt;
*&#039;Turn Off Targeting&#039;&lt;br /&gt;
*&#039;Target Closest Attacking Ship&#039;&lt;br /&gt;
*&#039;Target Next Escort Ship&#039;&lt;br /&gt;
*&#039;Target Closest Repair Ship&#039;&lt;br /&gt;
*&#039;Target Next Uninspected Cargo&#039;&lt;br /&gt;
*&#039;Target Previous Uninspected Cargo&#039;&lt;br /&gt;
*&#039;Target Newest Ship in Area&#039;&lt;br /&gt;
*&#039;Target Target&#039;s Target&#039;&lt;br /&gt;
*&#039;Target Next Hostile Bomb or Bomber&#039;&lt;br /&gt;
*&#039;Target Previous Hostile Bomb or Bomber&#039;&lt;br /&gt;
&lt;br /&gt;
===Targeting Subsystems and Turrets===&lt;br /&gt;
*&#039;Target Subsystem in Reticle&#039;&lt;br /&gt;
*&#039;Target Next Subsystem&#039;&lt;br /&gt;
*&#039;Target Previous Subsystem&#039;&lt;br /&gt;
*&#039;Turn Off Targeting of Subsystems&#039;&lt;br /&gt;
*&#039;Target Next Live Turret&#039;&lt;br /&gt;
*&#039;Target Previous Live Turret&#039;&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*&#039;Fire Primary Weapon&#039;&lt;br /&gt;
*&#039;Fire Secondary Weapon&#039;&lt;br /&gt;
*&#039;Cycle Forward Primary Weapon&#039;&lt;br /&gt;
*&#039;Cycle Backward Primary Weapon&#039;&lt;br /&gt;
*&#039;Cycle Secondary Weapon Bank&#039;&lt;br /&gt;
*&#039;Cycle Secondary Weapon Firing Rate&#039;&lt;br /&gt;
*&#039;Launch Countermeasure&#039;&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
*&#039;Forward Thrust&#039;&lt;br /&gt;
*&#039;Reverse Thrust&#039;&lt;br /&gt;
*&#039;Bank Left&#039;&lt;br /&gt;
*&#039;Bank Right&#039;&lt;br /&gt;
*&#039;Pitch Forward&#039;&lt;br /&gt;
*&#039;Pitch Backward&#039;&lt;br /&gt;
*&#039;Turn Left&#039;&lt;br /&gt;
*&#039;Turn Right&#039;&lt;br /&gt;
*&#039;Right Thrust&#039;&lt;br /&gt;
*&#039;Left Thrust&#039;&lt;br /&gt;
*&#039;Up Thrust&#039;&lt;br /&gt;
*&#039;Down Thrust&#039;&lt;br /&gt;
*&#039;Afterburner&#039;&lt;br /&gt;
*&#039;Glide When Pressed&#039;&lt;br /&gt;
*&#039;Bank When Pressed&#039;&lt;br /&gt;
*&#039;Match Target Speed&#039;&lt;br /&gt;
&lt;br /&gt;
===Throttle Control===&lt;br /&gt;
*&#039;Set Throttle to Zero&#039;&lt;br /&gt;
*&#039;Set Throttle to Max&#039;&lt;br /&gt;
*&#039;Set Throttle to One-Third&#039;&lt;br /&gt;
*&#039;Set Throttle to Two-Thirds&#039;&lt;br /&gt;
*&#039;Increase Throttle 5 Percent&#039;&lt;br /&gt;
*&#039;Decrease Throttle 5 Percent&#039;&lt;br /&gt;
&lt;br /&gt;
===HUD Controls===&lt;br /&gt;
*&#039;Toggle High HUD Contrast&#039;&lt;br /&gt;
*&#039;Toggle HUD&#039;&lt;br /&gt;
*&#039;Toggle HUD Wireframe Target View&#039;&lt;br /&gt;
*&#039;Cycle Radar Range&#039;&lt;br /&gt;
*&#039;Communications Menu&#039;&lt;br /&gt;
*&#039;Show Nav Map&lt;br /&gt;
*&#039;Add or Remove Escort&#039;&lt;br /&gt;
*&#039;Clear Escort List&#039;&lt;br /&gt;
&lt;br /&gt;
===Squadmate Messaging===&lt;br /&gt;
*&#039;Attack My Target&#039;&lt;br /&gt;
*&#039;Disarm My Target&#039;&lt;br /&gt;
*&#039;Disable My Target&#039;&lt;br /&gt;
*&#039;Attack My Subsystem&#039;&lt;br /&gt;
*&#039;Capture My Target&#039;&lt;br /&gt;
*&#039;Engage Enemy&#039;&lt;br /&gt;
*&#039;Form on My Wing&#039;&lt;br /&gt;
*&#039;Ignore My Target&#039;&lt;br /&gt;
*&#039;Protect My Target&#039;&lt;br /&gt;
*&#039;Cover Me&#039;&lt;br /&gt;
*&#039;Return to Base&#039;&lt;br /&gt;
*&#039;Rearm Me&#039;&lt;br /&gt;
&lt;br /&gt;
===Views===&lt;br /&gt;
*&#039;Chase View&#039;&lt;br /&gt;
*&#039;External View&#039;&lt;br /&gt;
*&#039;Toggle External Camera Lock&#039;&lt;br /&gt;
*&#039;Free Look View&#039;&lt;br /&gt;
*&#039;Current Target View&#039;&lt;br /&gt;
*&#039;Increase View Distance&#039;&lt;br /&gt;
*&#039;Decrease View Distance&#039;&lt;br /&gt;
*&#039;Center View&#039;&lt;br /&gt;
*&#039;View Up&#039;&lt;br /&gt;
*&#039;View Rear&#039;&lt;br /&gt;
*&#039;View Left&#039;&lt;br /&gt;
*&#039;View Right&lt;br /&gt;
*&#039;Top-Down View&#039;&lt;br /&gt;
*&#039;Target Padlock View&#039;&lt;br /&gt;
&lt;br /&gt;
===ETS and Shields===&lt;br /&gt;
*&#039;Increase Weapon Energy&#039;&lt;br /&gt;
*&#039;Decrease Weapon Energy&#039;&lt;br /&gt;
*&#039;Increase Shield Energy&#039;&lt;br /&gt;
*&#039;Decrease Shield Energy&#039;&lt;br /&gt;
*&#039;Increase Engine Energy&#039;&lt;br /&gt;
*&#039;Decrease Engine Energy&#039;&lt;br /&gt;
*&#039;Equalize Energy Settings&#039;&lt;br /&gt;
*&#039;Equalize Shields&#039;&lt;br /&gt;
*&#039;Augment Forward Shield&#039;&lt;br /&gt;
*&#039;Augment Rear Shield&#039;&lt;br /&gt;
*&#039;Augment Left Shield&#039;&lt;br /&gt;
*&#039;Augment Right Shield&#039;&lt;br /&gt;
*&#039;Transfer Energy Laser-&amp;gt;Shield&#039;&lt;br /&gt;
*&#039;Transfer Energy Shield-&amp;gt;Laser&#039;&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
*&#039;Enter Subspace (End Mission)&#039;&lt;br /&gt;
*&#039;Increase Time Compression&#039;&lt;br /&gt;
*&#039;Decrease Time Compression&#039;&lt;br /&gt;
*&#039;Toggle Auto Pilot&#039;&lt;br /&gt;
*&#039;Cycle Nav Points&#039;&lt;br /&gt;
*&#039;Toggle Gliding&#039;&lt;br /&gt;
*&#039;Toggle Auto Speed Matching&#039;&lt;br /&gt;
*&#039;Toggle Auto Targeting&#039;&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Only===&lt;br /&gt;
*&#039;(Multiplayer) Message All&#039;&lt;br /&gt;
*&#039;(Multiplayer) Message Friendly&#039;&lt;br /&gt;
*&#039;(Multiplayer) Message Hostile&#039;&lt;br /&gt;
*&#039;(Multiplayer) Message Target&#039;&lt;br /&gt;
*&#039;(Multiplayer) Observer Zoom To Target&#039;&lt;br /&gt;
*&#039;(Multiplayer) Toggle Network info&#039;&lt;br /&gt;
*&#039;(Multiplayer) Self Destruct&#039;&lt;br /&gt;
&lt;br /&gt;
===Custom Controls===&lt;br /&gt;
{{Table382|&lt;br /&gt;
* &#039;Custom Control 1&#039;&lt;br /&gt;
* &#039;Custom Control 2&#039;&lt;br /&gt;
* &#039;Custom Control 3&#039;&lt;br /&gt;
* &#039;Custom Control 4&#039;&lt;br /&gt;
* &#039;Custom Control 5&#039;&lt;br /&gt;
&lt;br /&gt;
These are empty controls for modders and/or scripters to use.&lt;br /&gt;
&lt;br /&gt;
Disabled by default&lt;br /&gt;
&lt;br /&gt;
Default XSTR index is 0 (thus, they do not have an entry in [[strings.tbl]])&lt;br /&gt;
&lt;br /&gt;
The default key bindings are Shift-Alt (1-5) for Custom Control 1-5, respectively.&lt;br /&gt;
&lt;br /&gt;
To use these, create a new entry in a [[#ControlConfigOverride]] block and with the respective name. You should specify a label in [[strings.tbl]], otherwise they&#039;ll show up as &amp;quot;Custom Control&amp;quot; in the control config menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* $Bind Name: Custom Control 1&lt;br /&gt;
* $Has XStr: 1570&lt;br /&gt;
* $Disable: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Allowed Keys==&lt;br /&gt;
*Not all keys are checked by FSO for key bindings, so some of these may not work.&lt;br /&gt;
*List coppied from controlsconfigcommon.cpp and edited to make readable.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*List of keys&lt;br /&gt;
:&#039;KEY_0&#039;&lt;br /&gt;
:&#039;KEY_1&#039;&lt;br /&gt;
:&#039;KEY_2&#039;&lt;br /&gt;
:&#039;KEY_3&#039;&lt;br /&gt;
:&#039;KEY_4&#039;&lt;br /&gt;
:&#039;KEY_5&#039;&lt;br /&gt;
:&#039;KEY_6&#039;&lt;br /&gt;
:&#039;KEY_7&#039;&lt;br /&gt;
:&#039;KEY_8&#039;&lt;br /&gt;
:&#039;KEY_9&#039;&lt;br /&gt;
:&#039;KEY_A&#039;&lt;br /&gt;
:&#039;KEY_B&#039;&lt;br /&gt;
:&#039;KEY_C&#039;&lt;br /&gt;
:&#039;KEY_D&#039;&lt;br /&gt;
:&#039;KEY_E&#039;&lt;br /&gt;
:&#039;KEY_F&#039;&lt;br /&gt;
:&#039;KEY_G&#039;&lt;br /&gt;
:&#039;KEY_H&#039;&lt;br /&gt;
:&#039;KEY_I&#039;&lt;br /&gt;
:&#039;KEY_J&#039;&lt;br /&gt;
:&#039;KEY_K&#039;&lt;br /&gt;
:&#039;KEY_L&#039;&lt;br /&gt;
:&#039;KEY_M&#039;&lt;br /&gt;
:&#039;KEY_N&#039;&lt;br /&gt;
:&#039;KEY_O&#039;&lt;br /&gt;
:&#039;KEY_P&#039;&lt;br /&gt;
:&#039;KEY_Q&#039;&lt;br /&gt;
:&#039;KEY_R&#039;&lt;br /&gt;
:&#039;KEY_S&#039;&lt;br /&gt;
:&#039;KEY_T&#039;&lt;br /&gt;
:&#039;KEY_U&#039;&lt;br /&gt;
:&#039;KEY_V&#039;&lt;br /&gt;
:&#039;KEY_W&#039;&lt;br /&gt;
:&#039;KEY_X&#039;&lt;br /&gt;
:&#039;KEY_Y&#039;&lt;br /&gt;
:&#039;KEY_Z&#039;&lt;br /&gt;
:&#039;KEY_MINUS&#039;&lt;br /&gt;
:&#039;KEY_EQUAL&#039;&lt;br /&gt;
:&#039;KEY_DIVIDE&#039;&lt;br /&gt;
:&#039;KEY_SLASH&#039;&lt;br /&gt;
:&#039;KEY_SLASH_UK&#039;&lt;br /&gt;
:&#039;KEY_COMMA&#039;&lt;br /&gt;
:&#039;KEY_PERIOD&#039;&lt;br /&gt;
:&#039;KEY_SEMICOL&#039;&lt;br /&gt;
:&#039;KEY_LBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_LAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_ESC&#039;&lt;br /&gt;
:&#039;KEY_ENTER&#039;&lt;br /&gt;
:&#039;KEY_BACKSP&#039;&lt;br /&gt;
:&#039;KEY_TAB&#039;&lt;br /&gt;
:&#039;KEY_SPACEBAR&#039;&lt;br /&gt;
:&#039;KEY_NUMLOCK&#039;&lt;br /&gt;
:&#039;KEY_SCROLLOCK&#039;&lt;br /&gt;
:&#039;KEY_CAPSLOCK&#039;&lt;br /&gt;
:&#039;KEY_LSHIFT&#039;&lt;br /&gt;
:&#039;KEY_RSHIFT&#039;&lt;br /&gt;
:&#039;KEY_LALT&#039;&lt;br /&gt;
:&#039;KEY_RALT&#039;&lt;br /&gt;
:&#039;KEY_LCTRL&#039;&lt;br /&gt;
:&#039;KEY_RCTRL&#039;&lt;br /&gt;
:&#039;KEY_F1&#039;&lt;br /&gt;
:&#039;KEY_F2&#039;&lt;br /&gt;
:&#039;KEY_F3&#039;&lt;br /&gt;
:&#039;KEY_F4&#039;&lt;br /&gt;
:&#039;KEY_F5&#039;&lt;br /&gt;
:&#039;KEY_F6&#039;&lt;br /&gt;
:&#039;KEY_F7&#039;&lt;br /&gt;
:&#039;KEY_F8&#039;&lt;br /&gt;
:&#039;KEY_F9&#039;&lt;br /&gt;
:&#039;KEY_F10&#039;&lt;br /&gt;
:&#039;KEY_F11&#039;&lt;br /&gt;
:&#039;KEY_F12&#039;&lt;br /&gt;
:&#039;KEY_PAD0&#039;&lt;br /&gt;
:&#039;KEY_PAD1&#039;&lt;br /&gt;
:&#039;KEY_PAD2&#039;&lt;br /&gt;
:&#039;KEY_PAD3&#039;&lt;br /&gt;
:&#039;KEY_PAD4&#039;&lt;br /&gt;
:&#039;KEY_PAD5&#039;&lt;br /&gt;
:&#039;KEY_PAD6&#039;&lt;br /&gt;
:&#039;KEY_PAD7&#039;&lt;br /&gt;
:&#039;KEY_PAD8&#039;&lt;br /&gt;
:&#039;KEY_PAD9&#039;&lt;br /&gt;
:&#039;KEY_PADMINUS&#039;&lt;br /&gt;
:&#039;KEY_PADPLUS&#039;&lt;br /&gt;
:&#039;KEY_PADPERIOD&#039;&lt;br /&gt;
:&#039;KEY_PADDIVIDE&#039;&lt;br /&gt;
:&#039;KEY_PADMULTIPLY&#039;&lt;br /&gt;
:&#039;KEY_PADENTER&#039;&lt;br /&gt;
:&#039;KEY_INSERT&#039;&lt;br /&gt;
:&#039;KEY_HOME&#039;&lt;br /&gt;
:&#039;KEY_PAGEUP&#039;&lt;br /&gt;
:&#039;KEY_DELETE&#039;&lt;br /&gt;
:&#039;KEY_END&#039;&lt;br /&gt;
:&#039;KEY_PAGEDOWN&#039;&lt;br /&gt;
:&#039;KEY_UP&#039;&lt;br /&gt;
:&#039;KEY_DOWN&#039;&lt;br /&gt;
:&#039;KEY_LEFT&#039;&lt;br /&gt;
:&#039;KEY_RIGHT&#039;&lt;br /&gt;
:&#039;KEY_PRINT_SCRN&#039;&lt;br /&gt;
:&#039;KEY_PAUSE&#039;&lt;br /&gt;
:&#039;KEY_BREAK&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=63099</id>
		<title>Controlconfigdefaults.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=63099"/>
		<updated>2021-02-13T22:03:06Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* +Disable */ Whoops, enable on specification hasn&amp;#039;t been put in yet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit| 2021-02-13 UTC | db2bd97669c949e7d68baa9560192b7d3ad96563}}&lt;br /&gt;
&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;controlconfigdefaults.tbl&#039;&#039;&#039; can be used to modify the default key bindings in FSO.&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigOverride==&lt;br /&gt;
* Starts an Override section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigOverride&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* Only entries that you want to change are required, the rest will use the default binding&lt;br /&gt;
* Entries not listed will be assigned to their default/hardcoded values.&lt;br /&gt;
{{Table371|&lt;br /&gt;
* Multiple #ControlConfigOverride...#End blocks can be provided.&lt;br /&gt;
** Each block defines a separate control config preset&lt;br /&gt;
** The &amp;quot;Defaults&amp;quot; button in the control config screen may be used to reset to the selected preset, then cycle through to the next preset.&lt;br /&gt;
** The first given block is used as the &amp;quot;global&amp;quot; defaults, and is used when working with the key-pressed SEXP and LUA scripts.&lt;br /&gt;
** Note: It&#039;s a good idea to also use [[Strings.tbl]] to change the &amp;quot;Defaults&amp;quot; text on the button to for example &amp;quot;Cycle\nPresets&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigPreset==&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Starts a Preset section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigPreset&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* All keybinds you wish to have bound must be specified, any unspecified keys will be unbound.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
* The name of this control config preset, displayed at the top left corner of the control config screen when selected through the &amp;quot;Defaults&amp;quot; button.&lt;br /&gt;
* If not provided, the first [[#ControlConfigOverride]] block will override the hardcoded defaults, all subsequent blocks will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&lt;br /&gt;
* If not provided, the [[#ControlConfigPreset]] block will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Bind Name:===&lt;br /&gt;
*Name of the bind or action to modify the default key of.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#List of Bindings|List of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Default:====&lt;br /&gt;
*Key to set as default&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Joy Default:====&lt;br /&gt;
*Joystick button to set as default&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Shift:====&lt;br /&gt;
*Sets the key to require the Shift key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Alt:====&lt;br /&gt;
&lt;br /&gt;
*Sets the key to require the Alt key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Ctrl:====&lt;br /&gt;
* Sets the key to require the Ctrl key&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Category:====&lt;br /&gt;
* Tab where the binding appears in the options menu.&lt;br /&gt;
* Valid entries:	TARGET_TAB, SHIP_TAB, WEAPON_TAB, COMPUTER_TAB&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Text:====&lt;br /&gt;
{{Table212|&lt;br /&gt;
* The label of the control to use in the controls config menu.&lt;br /&gt;
* Is overridden by XSTR, if provided&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; This is meant to be a lazy temporary substitution to modifying [[strings.tbl]].  Your released mod should nstill provide its own strings.tbl.&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Has XStr:====&lt;br /&gt;
* Whether or not the binding has an entry in [[strings.tbl]]&lt;br /&gt;
** If &#039;&#039;&#039;0&#039;&#039;&#039;, assumes no XSTR is provided&lt;br /&gt;
** If &#039;&#039;&#039;1&#039;&#039;&#039;, assumes an XSTR is provided alongside the other ControlConfig strings according to its internal, hardcoded index&lt;br /&gt;
{{Table382|&lt;br /&gt;
** If any nonzero integer &amp;gt;1, is the exact XSTR index within [[strings.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Type:====&lt;br /&gt;
*Determines the type of control this is.&lt;br /&gt;
&lt;br /&gt;
*Valid entries:&lt;br /&gt;
**CC_TYPE_TRIGGER&lt;br /&gt;
***Normal control that activates upon the first press. Resetting devices (such as weapons) will keep firing as long as the key/button is held down.&lt;br /&gt;
**CC_TYPE_CONTINUOUS&lt;br /&gt;
***Control that activates when the key/button is held down, and stays activated until the key/button is released. Ex: Afterburner key.&lt;br /&gt;
*Optional&lt;br /&gt;
*Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
*Syntax &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Disable:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines whether the binding can be used and appears in the options menu. Can be used to hide bindings which are not needed, or to enable bindings which are hidden by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Disable====&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Disables the control&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: (No arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
* All [[#ControlConfigOverride]] and [[#ControlConfigPreset]] sections must be terminated by #End&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
This example does the following...&lt;br /&gt;
*Sets Clear Escort List to Alt-Shift-Q&lt;br /&gt;
*Sets Target Target&#039;s Attacker to Ctrl-Alt-Shift-J, moves it to the Ship Tab, denotes it&#039;s type as a trigger and sets it to not have a XString&lt;br /&gt;
*Sets Transfer Energy from Shield to Laser to R&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ControlConfigOverride&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Clear Escort List&lt;br /&gt;
$Key Default:		KEY_Q&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Target Target&#039;s Nearest Attacker&lt;br /&gt;
$Key Default:		KEY_J&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
$Key Mod Ctrl:		1&lt;br /&gt;
$Category:		SHIP_TAB&lt;br /&gt;
$Has XStr:		0&lt;br /&gt;
$TYPE:			CC_TYPE_TRIGGER&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Transfer Energy Shield-&amp;gt;Laser&lt;br /&gt;
$Key Default:		KEY_R&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==List of Bindings==&lt;br /&gt;
*This is a list of all possible bindings that can be modified.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*These bindings are case-sensitive&lt;br /&gt;
&lt;br /&gt;
===Targeting Ships and Objects===&lt;br /&gt;
*&#039;Target Next Ship&#039;&lt;br /&gt;
*&#039;Target Previous Ship&#039;&lt;br /&gt;
*&#039;Target Next Closest Hostile Ship&#039;&lt;br /&gt;
*&#039;Target Previous Closest Hostile Ship&#039;&lt;br /&gt;
*&#039;Target Next Closest Friendly Ship&#039;&lt;br /&gt;
*&#039;Target Previous Closest Friendly Ship&#039;&lt;br /&gt;
*&#039;Target Ship in Reticle&#039;&lt;br /&gt;
*&#039;Target Target&#039;s Nearest Attacker&#039;&lt;br /&gt;
*&#039;Target Last Ship to Send Transmission&#039;&lt;br /&gt;
*&#039;Turn Off Targeting&#039;&lt;br /&gt;
*&#039;Target Closest Attacking Ship&#039;&lt;br /&gt;
*&#039;Target Next Escort Ship&#039;&lt;br /&gt;
*&#039;Target Closest Repair Ship&#039;&lt;br /&gt;
*&#039;Target Next Uninspected Cargo&#039;&lt;br /&gt;
*&#039;Target Previous Uninspected Cargo&#039;&lt;br /&gt;
*&#039;Target Newest Ship in Area&#039;&lt;br /&gt;
*&#039;Target Target&#039;s Target&#039;&lt;br /&gt;
*&#039;Target Next Hostile Bomb or Bomber&#039;&lt;br /&gt;
*&#039;Target Previous Hostile Bomb or Bomber&#039;&lt;br /&gt;
&lt;br /&gt;
===Targeting Subsystems and Turrets===&lt;br /&gt;
*&#039;Target Subsystem in Reticle&#039;&lt;br /&gt;
*&#039;Target Next Subsystem&#039;&lt;br /&gt;
*&#039;Target Previous Subsystem&#039;&lt;br /&gt;
*&#039;Turn Off Targeting of Subsystems&#039;&lt;br /&gt;
*&#039;Target Next Live Turret&#039;&lt;br /&gt;
*&#039;Target Previous Live Turret&#039;&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*&#039;Fire Primary Weapon&#039;&lt;br /&gt;
*&#039;Fire Secondary Weapon&#039;&lt;br /&gt;
*&#039;Cycle Forward Primary Weapon&#039;&lt;br /&gt;
*&#039;Cycle Backward Primary Weapon&#039;&lt;br /&gt;
*&#039;Cycle Secondary Weapon Bank&#039;&lt;br /&gt;
*&#039;Cycle Secondary Weapon Firing Rate&#039;&lt;br /&gt;
*&#039;Launch Countermeasure&#039;&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
*&#039;Forward Thrust&#039;&lt;br /&gt;
*&#039;Reverse Thrust&#039;&lt;br /&gt;
*&#039;Bank Left&#039;&lt;br /&gt;
*&#039;Bank Right&#039;&lt;br /&gt;
*&#039;Pitch Forward&#039;&lt;br /&gt;
*&#039;Pitch Backward&#039;&lt;br /&gt;
*&#039;Turn Left&#039;&lt;br /&gt;
*&#039;Turn Right&#039;&lt;br /&gt;
*&#039;Right Thrust&#039;&lt;br /&gt;
*&#039;Left Thrust&#039;&lt;br /&gt;
*&#039;Up Thrust&#039;&lt;br /&gt;
*&#039;Down Thrust&#039;&lt;br /&gt;
*&#039;Afterburner&#039;&lt;br /&gt;
*&#039;Glide When Pressed&#039;&lt;br /&gt;
*&#039;Bank When Pressed&#039;&lt;br /&gt;
*&#039;Match Target Speed&#039;&lt;br /&gt;
&lt;br /&gt;
===Throttle Control===&lt;br /&gt;
*&#039;Set Throttle to Zero&#039;&lt;br /&gt;
*&#039;Set Throttle to Max&#039;&lt;br /&gt;
*&#039;Set Throttle to One-Third&#039;&lt;br /&gt;
*&#039;Set Throttle to Two-Thirds&#039;&lt;br /&gt;
*&#039;Increase Throttle 5 Percent&#039;&lt;br /&gt;
*&#039;Decrease Throttle 5 Percent&#039;&lt;br /&gt;
&lt;br /&gt;
===HUD Controls===&lt;br /&gt;
*&#039;Toggle High HUD Contrast&#039;&lt;br /&gt;
*&#039;Toggle HUD&#039;&lt;br /&gt;
*&#039;Toggle HUD Wireframe Target View&#039;&lt;br /&gt;
*&#039;Cycle Radar Range&#039;&lt;br /&gt;
*&#039;Communications Menu&#039;&lt;br /&gt;
*&#039;Show Nav Map&lt;br /&gt;
*&#039;Add or Remove Escort&#039;&lt;br /&gt;
*&#039;Clear Escort List&#039;&lt;br /&gt;
&lt;br /&gt;
===Squadmate Messaging===&lt;br /&gt;
*&#039;Attack My Target&#039;&lt;br /&gt;
*&#039;Disarm My Target&#039;&lt;br /&gt;
*&#039;Disable My Target&#039;&lt;br /&gt;
*&#039;Attack My Subsystem&#039;&lt;br /&gt;
*&#039;Capture My Target&#039;&lt;br /&gt;
*&#039;Engage Enemy&#039;&lt;br /&gt;
*&#039;Form on My Wing&#039;&lt;br /&gt;
*&#039;Ignore My Target&#039;&lt;br /&gt;
*&#039;Protect My Target&#039;&lt;br /&gt;
*&#039;Cover Me&#039;&lt;br /&gt;
*&#039;Return to Base&#039;&lt;br /&gt;
*&#039;Rearm Me&#039;&lt;br /&gt;
&lt;br /&gt;
===Views===&lt;br /&gt;
*&#039;Chase View&#039;&lt;br /&gt;
*&#039;External View&#039;&lt;br /&gt;
*&#039;Toggle External Camera Lock&#039;&lt;br /&gt;
*&#039;Free Look View&#039;&lt;br /&gt;
*&#039;Current Target View&#039;&lt;br /&gt;
*&#039;Increase View Distance&#039;&lt;br /&gt;
*&#039;Decrease View Distance&#039;&lt;br /&gt;
*&#039;Center View&#039;&lt;br /&gt;
*&#039;View Up&#039;&lt;br /&gt;
*&#039;View Rear&#039;&lt;br /&gt;
*&#039;View Left&#039;&lt;br /&gt;
*&#039;View Right&lt;br /&gt;
*&#039;Top-Down View&#039;&lt;br /&gt;
*&#039;Target Padlock View&#039;&lt;br /&gt;
&lt;br /&gt;
===ETS and Shields===&lt;br /&gt;
*&#039;Increase Weapon Energy&#039;&lt;br /&gt;
*&#039;Decrease Weapon Energy&#039;&lt;br /&gt;
*&#039;Increase Shield Energy&#039;&lt;br /&gt;
*&#039;Decrease Shield Energy&#039;&lt;br /&gt;
*&#039;Increase Engine Energy&#039;&lt;br /&gt;
*&#039;Decrease Engine Energy&#039;&lt;br /&gt;
*&#039;Equalize Energy Settings&#039;&lt;br /&gt;
*&#039;Equalize Shields&#039;&lt;br /&gt;
*&#039;Augment Forward Shield&#039;&lt;br /&gt;
*&#039;Augment Rear Shield&#039;&lt;br /&gt;
*&#039;Augment Left Shield&#039;&lt;br /&gt;
*&#039;Augment Right Shield&#039;&lt;br /&gt;
*&#039;Transfer Energy Laser-&amp;gt;Shield&#039;&lt;br /&gt;
*&#039;Transfer Energy Shield-&amp;gt;Laser&#039;&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
*&#039;Enter Subspace (End Mission)&#039;&lt;br /&gt;
*&#039;Increase Time Compression&#039;&lt;br /&gt;
*&#039;Decrease Time Compression&#039;&lt;br /&gt;
*&#039;Toggle Auto Pilot&#039;&lt;br /&gt;
*&#039;Cycle Nav Points&#039;&lt;br /&gt;
*&#039;Toggle Gliding&#039;&lt;br /&gt;
*&#039;Toggle Auto Speed Matching&#039;&lt;br /&gt;
*&#039;Toggle Auto Targeting&#039;&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Only===&lt;br /&gt;
*&#039;(Multiplayer) Message All&#039;&lt;br /&gt;
*&#039;(Multiplayer) Message Friendly&#039;&lt;br /&gt;
*&#039;(Multiplayer) Message Hostile&#039;&lt;br /&gt;
*&#039;(Multiplayer) Message Target&#039;&lt;br /&gt;
*&#039;(Multiplayer) Observer Zoom To Target&#039;&lt;br /&gt;
*&#039;(Multiplayer) Toggle Network info&#039;&lt;br /&gt;
*&#039;(Multiplayer) Self Destruct&#039;&lt;br /&gt;
&lt;br /&gt;
===Custom Controls===&lt;br /&gt;
{{Table382|&lt;br /&gt;
* &#039;Custom Control 1&#039;&lt;br /&gt;
* &#039;Custom Control 2&#039;&lt;br /&gt;
* &#039;Custom Control 3&#039;&lt;br /&gt;
* &#039;Custom Control 4&#039;&lt;br /&gt;
* &#039;Custom Control 5&#039;&lt;br /&gt;
&lt;br /&gt;
These are empty controls for modders and/or scripters to use.&lt;br /&gt;
&lt;br /&gt;
Disabled by default&lt;br /&gt;
&lt;br /&gt;
Default XSTR index is 0 (thus, they do not have an entry in [[strings.tbl]])&lt;br /&gt;
&lt;br /&gt;
The default key bindings are Shift-Alt (1-5) for Custom Control 1-5, respectively.&lt;br /&gt;
&lt;br /&gt;
To use these, create a new entry in a [[#ControlConfigOverride]] block and with the respective name. You should specify a label in [[strings.tbl]], otherwise they&#039;ll show up as &amp;quot;Custom Control&amp;quot; in the control config menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* $Bind Name: Custom Control 1&lt;br /&gt;
* $Has XStr: 1570&lt;br /&gt;
* $Disable: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Allowed Keys==&lt;br /&gt;
*Not all keys are checked by FSO for key bindings, so some of these may not work.&lt;br /&gt;
*List coppied from controlsconfigcommon.cpp and edited to make readable.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*List of keys&lt;br /&gt;
:&#039;KEY_0&#039;&lt;br /&gt;
:&#039;KEY_1&#039;&lt;br /&gt;
:&#039;KEY_2&#039;&lt;br /&gt;
:&#039;KEY_3&#039;&lt;br /&gt;
:&#039;KEY_4&#039;&lt;br /&gt;
:&#039;KEY_5&#039;&lt;br /&gt;
:&#039;KEY_6&#039;&lt;br /&gt;
:&#039;KEY_7&#039;&lt;br /&gt;
:&#039;KEY_8&#039;&lt;br /&gt;
:&#039;KEY_9&#039;&lt;br /&gt;
:&#039;KEY_A&#039;&lt;br /&gt;
:&#039;KEY_B&#039;&lt;br /&gt;
:&#039;KEY_C&#039;&lt;br /&gt;
:&#039;KEY_D&#039;&lt;br /&gt;
:&#039;KEY_E&#039;&lt;br /&gt;
:&#039;KEY_F&#039;&lt;br /&gt;
:&#039;KEY_G&#039;&lt;br /&gt;
:&#039;KEY_H&#039;&lt;br /&gt;
:&#039;KEY_I&#039;&lt;br /&gt;
:&#039;KEY_J&#039;&lt;br /&gt;
:&#039;KEY_K&#039;&lt;br /&gt;
:&#039;KEY_L&#039;&lt;br /&gt;
:&#039;KEY_M&#039;&lt;br /&gt;
:&#039;KEY_N&#039;&lt;br /&gt;
:&#039;KEY_O&#039;&lt;br /&gt;
:&#039;KEY_P&#039;&lt;br /&gt;
:&#039;KEY_Q&#039;&lt;br /&gt;
:&#039;KEY_R&#039;&lt;br /&gt;
:&#039;KEY_S&#039;&lt;br /&gt;
:&#039;KEY_T&#039;&lt;br /&gt;
:&#039;KEY_U&#039;&lt;br /&gt;
:&#039;KEY_V&#039;&lt;br /&gt;
:&#039;KEY_W&#039;&lt;br /&gt;
:&#039;KEY_X&#039;&lt;br /&gt;
:&#039;KEY_Y&#039;&lt;br /&gt;
:&#039;KEY_Z&#039;&lt;br /&gt;
:&#039;KEY_MINUS&#039;&lt;br /&gt;
:&#039;KEY_EQUAL&#039;&lt;br /&gt;
:&#039;KEY_DIVIDE&#039;&lt;br /&gt;
:&#039;KEY_SLASH&#039;&lt;br /&gt;
:&#039;KEY_SLASH_UK&#039;&lt;br /&gt;
:&#039;KEY_COMMA&#039;&lt;br /&gt;
:&#039;KEY_PERIOD&#039;&lt;br /&gt;
:&#039;KEY_SEMICOL&#039;&lt;br /&gt;
:&#039;KEY_LBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_LAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_ESC&#039;&lt;br /&gt;
:&#039;KEY_ENTER&#039;&lt;br /&gt;
:&#039;KEY_BACKSP&#039;&lt;br /&gt;
:&#039;KEY_TAB&#039;&lt;br /&gt;
:&#039;KEY_SPACEBAR&#039;&lt;br /&gt;
:&#039;KEY_NUMLOCK&#039;&lt;br /&gt;
:&#039;KEY_SCROLLOCK&#039;&lt;br /&gt;
:&#039;KEY_CAPSLOCK&#039;&lt;br /&gt;
:&#039;KEY_LSHIFT&#039;&lt;br /&gt;
:&#039;KEY_RSHIFT&#039;&lt;br /&gt;
:&#039;KEY_LALT&#039;&lt;br /&gt;
:&#039;KEY_RALT&#039;&lt;br /&gt;
:&#039;KEY_LCTRL&#039;&lt;br /&gt;
:&#039;KEY_RCTRL&#039;&lt;br /&gt;
:&#039;KEY_F1&#039;&lt;br /&gt;
:&#039;KEY_F2&#039;&lt;br /&gt;
:&#039;KEY_F3&#039;&lt;br /&gt;
:&#039;KEY_F4&#039;&lt;br /&gt;
:&#039;KEY_F5&#039;&lt;br /&gt;
:&#039;KEY_F6&#039;&lt;br /&gt;
:&#039;KEY_F7&#039;&lt;br /&gt;
:&#039;KEY_F8&#039;&lt;br /&gt;
:&#039;KEY_F9&#039;&lt;br /&gt;
:&#039;KEY_F10&#039;&lt;br /&gt;
:&#039;KEY_F11&#039;&lt;br /&gt;
:&#039;KEY_F12&#039;&lt;br /&gt;
:&#039;KEY_PAD0&#039;&lt;br /&gt;
:&#039;KEY_PAD1&#039;&lt;br /&gt;
:&#039;KEY_PAD2&#039;&lt;br /&gt;
:&#039;KEY_PAD3&#039;&lt;br /&gt;
:&#039;KEY_PAD4&#039;&lt;br /&gt;
:&#039;KEY_PAD5&#039;&lt;br /&gt;
:&#039;KEY_PAD6&#039;&lt;br /&gt;
:&#039;KEY_PAD7&#039;&lt;br /&gt;
:&#039;KEY_PAD8&#039;&lt;br /&gt;
:&#039;KEY_PAD9&#039;&lt;br /&gt;
:&#039;KEY_PADMINUS&#039;&lt;br /&gt;
:&#039;KEY_PADPLUS&#039;&lt;br /&gt;
:&#039;KEY_PADPERIOD&#039;&lt;br /&gt;
:&#039;KEY_PADDIVIDE&#039;&lt;br /&gt;
:&#039;KEY_PADMULTIPLY&#039;&lt;br /&gt;
:&#039;KEY_PADENTER&#039;&lt;br /&gt;
:&#039;KEY_INSERT&#039;&lt;br /&gt;
:&#039;KEY_HOME&#039;&lt;br /&gt;
:&#039;KEY_PAGEUP&#039;&lt;br /&gt;
:&#039;KEY_DELETE&#039;&lt;br /&gt;
:&#039;KEY_END&#039;&lt;br /&gt;
:&#039;KEY_PAGEDOWN&#039;&lt;br /&gt;
:&#039;KEY_UP&#039;&lt;br /&gt;
:&#039;KEY_DOWN&#039;&lt;br /&gt;
:&#039;KEY_LEFT&#039;&lt;br /&gt;
:&#039;KEY_RIGHT&#039;&lt;br /&gt;
:&#039;KEY_PRINT_SCRN&#039;&lt;br /&gt;
:&#039;KEY_PAUSE&#039;&lt;br /&gt;
:&#039;KEY_BREAK&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=63098</id>
		<title>Controlconfigdefaults.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=63098"/>
		<updated>2021-02-13T22:02:19Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* Custom Controls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit| 2021-02-13 UTC | db2bd97669c949e7d68baa9560192b7d3ad96563}}&lt;br /&gt;
&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;controlconfigdefaults.tbl&#039;&#039;&#039; can be used to modify the default key bindings in FSO.&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigOverride==&lt;br /&gt;
* Starts an Override section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigOverride&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* Only entries that you want to change are required, the rest will use the default binding&lt;br /&gt;
* Entries not listed will be assigned to their default/hardcoded values.&lt;br /&gt;
{{Table371|&lt;br /&gt;
* Multiple #ControlConfigOverride...#End blocks can be provided.&lt;br /&gt;
** Each block defines a separate control config preset&lt;br /&gt;
** The &amp;quot;Defaults&amp;quot; button in the control config screen may be used to reset to the selected preset, then cycle through to the next preset.&lt;br /&gt;
** The first given block is used as the &amp;quot;global&amp;quot; defaults, and is used when working with the key-pressed SEXP and LUA scripts.&lt;br /&gt;
** Note: It&#039;s a good idea to also use [[Strings.tbl]] to change the &amp;quot;Defaults&amp;quot; text on the button to for example &amp;quot;Cycle\nPresets&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigPreset==&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Starts a Preset section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigPreset&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* All keybinds you wish to have bound must be specified, any unspecified keys will be unbound.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
* The name of this control config preset, displayed at the top left corner of the control config screen when selected through the &amp;quot;Defaults&amp;quot; button.&lt;br /&gt;
* If not provided, the first [[#ControlConfigOverride]] block will override the hardcoded defaults, all subsequent blocks will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&lt;br /&gt;
* If not provided, the [[#ControlConfigPreset]] block will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Bind Name:===&lt;br /&gt;
*Name of the bind or action to modify the default key of.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#List of Bindings|List of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Default:====&lt;br /&gt;
*Key to set as default&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Joy Default:====&lt;br /&gt;
*Joystick button to set as default&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Shift:====&lt;br /&gt;
*Sets the key to require the Shift key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Alt:====&lt;br /&gt;
&lt;br /&gt;
*Sets the key to require the Alt key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Ctrl:====&lt;br /&gt;
* Sets the key to require the Ctrl key&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Category:====&lt;br /&gt;
* Tab where the binding appears in the options menu.&lt;br /&gt;
* Valid entries:	TARGET_TAB, SHIP_TAB, WEAPON_TAB, COMPUTER_TAB&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Text:====&lt;br /&gt;
{{Table212|&lt;br /&gt;
* The label of the control to use in the controls config menu.&lt;br /&gt;
* Is overridden by XSTR, if provided&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; This is meant to be a lazy temporary substitution to modifying [[strings.tbl]].  Your released mod should nstill provide its own strings.tbl.&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Has XStr:====&lt;br /&gt;
* Whether or not the binding has an entry in [[strings.tbl]]&lt;br /&gt;
** If &#039;&#039;&#039;0&#039;&#039;&#039;, assumes no XSTR is provided&lt;br /&gt;
** If &#039;&#039;&#039;1&#039;&#039;&#039;, assumes an XSTR is provided alongside the other ControlConfig strings according to its internal, hardcoded index&lt;br /&gt;
{{Table382|&lt;br /&gt;
** If any nonzero integer &amp;gt;1, is the exact XSTR index within [[strings.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Type:====&lt;br /&gt;
*Determines the type of control this is.&lt;br /&gt;
&lt;br /&gt;
*Valid entries:&lt;br /&gt;
**CC_TYPE_TRIGGER&lt;br /&gt;
***Normal control that activates upon the first press. Resetting devices (such as weapons) will keep firing as long as the key/button is held down.&lt;br /&gt;
**CC_TYPE_CONTINUOUS&lt;br /&gt;
***Control that activates when the key/button is held down, and stays activated until the key/button is released. Ex: Afterburner key.&lt;br /&gt;
*Optional&lt;br /&gt;
*Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
*Syntax &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Disable:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines whether the binding can be used and appears in the options menu. Can be used to hide bindings which are not needed, or to enable bindings which are hidden by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Disable====&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Disables the control&lt;br /&gt;
** All bindings specified within the controlconfigdefaults.tbl will be enabled unless explicitly told to disable&lt;br /&gt;
*Optional&lt;br /&gt;
*Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
*Syntax: (No arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
* All [[#ControlConfigOverride]] and [[#ControlConfigPreset]] sections must be terminated by #End&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
This example does the following...&lt;br /&gt;
*Sets Clear Escort List to Alt-Shift-Q&lt;br /&gt;
*Sets Target Target&#039;s Attacker to Ctrl-Alt-Shift-J, moves it to the Ship Tab, denotes it&#039;s type as a trigger and sets it to not have a XString&lt;br /&gt;
*Sets Transfer Energy from Shield to Laser to R&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ControlConfigOverride&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Clear Escort List&lt;br /&gt;
$Key Default:		KEY_Q&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Target Target&#039;s Nearest Attacker&lt;br /&gt;
$Key Default:		KEY_J&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
$Key Mod Ctrl:		1&lt;br /&gt;
$Category:		SHIP_TAB&lt;br /&gt;
$Has XStr:		0&lt;br /&gt;
$TYPE:			CC_TYPE_TRIGGER&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Transfer Energy Shield-&amp;gt;Laser&lt;br /&gt;
$Key Default:		KEY_R&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==List of Bindings==&lt;br /&gt;
*This is a list of all possible bindings that can be modified.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*These bindings are case-sensitive&lt;br /&gt;
&lt;br /&gt;
===Targeting Ships and Objects===&lt;br /&gt;
*&#039;Target Next Ship&#039;&lt;br /&gt;
*&#039;Target Previous Ship&#039;&lt;br /&gt;
*&#039;Target Next Closest Hostile Ship&#039;&lt;br /&gt;
*&#039;Target Previous Closest Hostile Ship&#039;&lt;br /&gt;
*&#039;Target Next Closest Friendly Ship&#039;&lt;br /&gt;
*&#039;Target Previous Closest Friendly Ship&#039;&lt;br /&gt;
*&#039;Target Ship in Reticle&#039;&lt;br /&gt;
*&#039;Target Target&#039;s Nearest Attacker&#039;&lt;br /&gt;
*&#039;Target Last Ship to Send Transmission&#039;&lt;br /&gt;
*&#039;Turn Off Targeting&#039;&lt;br /&gt;
*&#039;Target Closest Attacking Ship&#039;&lt;br /&gt;
*&#039;Target Next Escort Ship&#039;&lt;br /&gt;
*&#039;Target Closest Repair Ship&#039;&lt;br /&gt;
*&#039;Target Next Uninspected Cargo&#039;&lt;br /&gt;
*&#039;Target Previous Uninspected Cargo&#039;&lt;br /&gt;
*&#039;Target Newest Ship in Area&#039;&lt;br /&gt;
*&#039;Target Target&#039;s Target&#039;&lt;br /&gt;
*&#039;Target Next Hostile Bomb or Bomber&#039;&lt;br /&gt;
*&#039;Target Previous Hostile Bomb or Bomber&#039;&lt;br /&gt;
&lt;br /&gt;
===Targeting Subsystems and Turrets===&lt;br /&gt;
*&#039;Target Subsystem in Reticle&#039;&lt;br /&gt;
*&#039;Target Next Subsystem&#039;&lt;br /&gt;
*&#039;Target Previous Subsystem&#039;&lt;br /&gt;
*&#039;Turn Off Targeting of Subsystems&#039;&lt;br /&gt;
*&#039;Target Next Live Turret&#039;&lt;br /&gt;
*&#039;Target Previous Live Turret&#039;&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*&#039;Fire Primary Weapon&#039;&lt;br /&gt;
*&#039;Fire Secondary Weapon&#039;&lt;br /&gt;
*&#039;Cycle Forward Primary Weapon&#039;&lt;br /&gt;
*&#039;Cycle Backward Primary Weapon&#039;&lt;br /&gt;
*&#039;Cycle Secondary Weapon Bank&#039;&lt;br /&gt;
*&#039;Cycle Secondary Weapon Firing Rate&#039;&lt;br /&gt;
*&#039;Launch Countermeasure&#039;&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
*&#039;Forward Thrust&#039;&lt;br /&gt;
*&#039;Reverse Thrust&#039;&lt;br /&gt;
*&#039;Bank Left&#039;&lt;br /&gt;
*&#039;Bank Right&#039;&lt;br /&gt;
*&#039;Pitch Forward&#039;&lt;br /&gt;
*&#039;Pitch Backward&#039;&lt;br /&gt;
*&#039;Turn Left&#039;&lt;br /&gt;
*&#039;Turn Right&#039;&lt;br /&gt;
*&#039;Right Thrust&#039;&lt;br /&gt;
*&#039;Left Thrust&#039;&lt;br /&gt;
*&#039;Up Thrust&#039;&lt;br /&gt;
*&#039;Down Thrust&#039;&lt;br /&gt;
*&#039;Afterburner&#039;&lt;br /&gt;
*&#039;Glide When Pressed&#039;&lt;br /&gt;
*&#039;Bank When Pressed&#039;&lt;br /&gt;
*&#039;Match Target Speed&#039;&lt;br /&gt;
&lt;br /&gt;
===Throttle Control===&lt;br /&gt;
*&#039;Set Throttle to Zero&#039;&lt;br /&gt;
*&#039;Set Throttle to Max&#039;&lt;br /&gt;
*&#039;Set Throttle to One-Third&#039;&lt;br /&gt;
*&#039;Set Throttle to Two-Thirds&#039;&lt;br /&gt;
*&#039;Increase Throttle 5 Percent&#039;&lt;br /&gt;
*&#039;Decrease Throttle 5 Percent&#039;&lt;br /&gt;
&lt;br /&gt;
===HUD Controls===&lt;br /&gt;
*&#039;Toggle High HUD Contrast&#039;&lt;br /&gt;
*&#039;Toggle HUD&#039;&lt;br /&gt;
*&#039;Toggle HUD Wireframe Target View&#039;&lt;br /&gt;
*&#039;Cycle Radar Range&#039;&lt;br /&gt;
*&#039;Communications Menu&#039;&lt;br /&gt;
*&#039;Show Nav Map&lt;br /&gt;
*&#039;Add or Remove Escort&#039;&lt;br /&gt;
*&#039;Clear Escort List&#039;&lt;br /&gt;
&lt;br /&gt;
===Squadmate Messaging===&lt;br /&gt;
*&#039;Attack My Target&#039;&lt;br /&gt;
*&#039;Disarm My Target&#039;&lt;br /&gt;
*&#039;Disable My Target&#039;&lt;br /&gt;
*&#039;Attack My Subsystem&#039;&lt;br /&gt;
*&#039;Capture My Target&#039;&lt;br /&gt;
*&#039;Engage Enemy&#039;&lt;br /&gt;
*&#039;Form on My Wing&#039;&lt;br /&gt;
*&#039;Ignore My Target&#039;&lt;br /&gt;
*&#039;Protect My Target&#039;&lt;br /&gt;
*&#039;Cover Me&#039;&lt;br /&gt;
*&#039;Return to Base&#039;&lt;br /&gt;
*&#039;Rearm Me&#039;&lt;br /&gt;
&lt;br /&gt;
===Views===&lt;br /&gt;
*&#039;Chase View&#039;&lt;br /&gt;
*&#039;External View&#039;&lt;br /&gt;
*&#039;Toggle External Camera Lock&#039;&lt;br /&gt;
*&#039;Free Look View&#039;&lt;br /&gt;
*&#039;Current Target View&#039;&lt;br /&gt;
*&#039;Increase View Distance&#039;&lt;br /&gt;
*&#039;Decrease View Distance&#039;&lt;br /&gt;
*&#039;Center View&#039;&lt;br /&gt;
*&#039;View Up&#039;&lt;br /&gt;
*&#039;View Rear&#039;&lt;br /&gt;
*&#039;View Left&#039;&lt;br /&gt;
*&#039;View Right&lt;br /&gt;
*&#039;Top-Down View&#039;&lt;br /&gt;
*&#039;Target Padlock View&#039;&lt;br /&gt;
&lt;br /&gt;
===ETS and Shields===&lt;br /&gt;
*&#039;Increase Weapon Energy&#039;&lt;br /&gt;
*&#039;Decrease Weapon Energy&#039;&lt;br /&gt;
*&#039;Increase Shield Energy&#039;&lt;br /&gt;
*&#039;Decrease Shield Energy&#039;&lt;br /&gt;
*&#039;Increase Engine Energy&#039;&lt;br /&gt;
*&#039;Decrease Engine Energy&#039;&lt;br /&gt;
*&#039;Equalize Energy Settings&#039;&lt;br /&gt;
*&#039;Equalize Shields&#039;&lt;br /&gt;
*&#039;Augment Forward Shield&#039;&lt;br /&gt;
*&#039;Augment Rear Shield&#039;&lt;br /&gt;
*&#039;Augment Left Shield&#039;&lt;br /&gt;
*&#039;Augment Right Shield&#039;&lt;br /&gt;
*&#039;Transfer Energy Laser-&amp;gt;Shield&#039;&lt;br /&gt;
*&#039;Transfer Energy Shield-&amp;gt;Laser&#039;&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
*&#039;Enter Subspace (End Mission)&#039;&lt;br /&gt;
*&#039;Increase Time Compression&#039;&lt;br /&gt;
*&#039;Decrease Time Compression&#039;&lt;br /&gt;
*&#039;Toggle Auto Pilot&#039;&lt;br /&gt;
*&#039;Cycle Nav Points&#039;&lt;br /&gt;
*&#039;Toggle Gliding&#039;&lt;br /&gt;
*&#039;Toggle Auto Speed Matching&#039;&lt;br /&gt;
*&#039;Toggle Auto Targeting&#039;&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Only===&lt;br /&gt;
*&#039;(Multiplayer) Message All&#039;&lt;br /&gt;
*&#039;(Multiplayer) Message Friendly&#039;&lt;br /&gt;
*&#039;(Multiplayer) Message Hostile&#039;&lt;br /&gt;
*&#039;(Multiplayer) Message Target&#039;&lt;br /&gt;
*&#039;(Multiplayer) Observer Zoom To Target&#039;&lt;br /&gt;
*&#039;(Multiplayer) Toggle Network info&#039;&lt;br /&gt;
*&#039;(Multiplayer) Self Destruct&#039;&lt;br /&gt;
&lt;br /&gt;
===Custom Controls===&lt;br /&gt;
{{Table382|&lt;br /&gt;
* &#039;Custom Control 1&#039;&lt;br /&gt;
* &#039;Custom Control 2&#039;&lt;br /&gt;
* &#039;Custom Control 3&#039;&lt;br /&gt;
* &#039;Custom Control 4&#039;&lt;br /&gt;
* &#039;Custom Control 5&#039;&lt;br /&gt;
&lt;br /&gt;
These are empty controls for modders and/or scripters to use.&lt;br /&gt;
&lt;br /&gt;
Disabled by default&lt;br /&gt;
&lt;br /&gt;
Default XSTR index is 0 (thus, they do not have an entry in [[strings.tbl]])&lt;br /&gt;
&lt;br /&gt;
The default key bindings are Shift-Alt (1-5) for Custom Control 1-5, respectively.&lt;br /&gt;
&lt;br /&gt;
To use these, create a new entry in a [[#ControlConfigOverride]] block and with the respective name. You should specify a label in [[strings.tbl]], otherwise they&#039;ll show up as &amp;quot;Custom Control&amp;quot; in the control config menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* $Bind Name: Custom Control 1&lt;br /&gt;
* $Has XStr: 1570&lt;br /&gt;
* $Disable: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Allowed Keys==&lt;br /&gt;
*Not all keys are checked by FSO for key bindings, so some of these may not work.&lt;br /&gt;
*List coppied from controlsconfigcommon.cpp and edited to make readable.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*List of keys&lt;br /&gt;
:&#039;KEY_0&#039;&lt;br /&gt;
:&#039;KEY_1&#039;&lt;br /&gt;
:&#039;KEY_2&#039;&lt;br /&gt;
:&#039;KEY_3&#039;&lt;br /&gt;
:&#039;KEY_4&#039;&lt;br /&gt;
:&#039;KEY_5&#039;&lt;br /&gt;
:&#039;KEY_6&#039;&lt;br /&gt;
:&#039;KEY_7&#039;&lt;br /&gt;
:&#039;KEY_8&#039;&lt;br /&gt;
:&#039;KEY_9&#039;&lt;br /&gt;
:&#039;KEY_A&#039;&lt;br /&gt;
:&#039;KEY_B&#039;&lt;br /&gt;
:&#039;KEY_C&#039;&lt;br /&gt;
:&#039;KEY_D&#039;&lt;br /&gt;
:&#039;KEY_E&#039;&lt;br /&gt;
:&#039;KEY_F&#039;&lt;br /&gt;
:&#039;KEY_G&#039;&lt;br /&gt;
:&#039;KEY_H&#039;&lt;br /&gt;
:&#039;KEY_I&#039;&lt;br /&gt;
:&#039;KEY_J&#039;&lt;br /&gt;
:&#039;KEY_K&#039;&lt;br /&gt;
:&#039;KEY_L&#039;&lt;br /&gt;
:&#039;KEY_M&#039;&lt;br /&gt;
:&#039;KEY_N&#039;&lt;br /&gt;
:&#039;KEY_O&#039;&lt;br /&gt;
:&#039;KEY_P&#039;&lt;br /&gt;
:&#039;KEY_Q&#039;&lt;br /&gt;
:&#039;KEY_R&#039;&lt;br /&gt;
:&#039;KEY_S&#039;&lt;br /&gt;
:&#039;KEY_T&#039;&lt;br /&gt;
:&#039;KEY_U&#039;&lt;br /&gt;
:&#039;KEY_V&#039;&lt;br /&gt;
:&#039;KEY_W&#039;&lt;br /&gt;
:&#039;KEY_X&#039;&lt;br /&gt;
:&#039;KEY_Y&#039;&lt;br /&gt;
:&#039;KEY_Z&#039;&lt;br /&gt;
:&#039;KEY_MINUS&#039;&lt;br /&gt;
:&#039;KEY_EQUAL&#039;&lt;br /&gt;
:&#039;KEY_DIVIDE&#039;&lt;br /&gt;
:&#039;KEY_SLASH&#039;&lt;br /&gt;
:&#039;KEY_SLASH_UK&#039;&lt;br /&gt;
:&#039;KEY_COMMA&#039;&lt;br /&gt;
:&#039;KEY_PERIOD&#039;&lt;br /&gt;
:&#039;KEY_SEMICOL&#039;&lt;br /&gt;
:&#039;KEY_LBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_LAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_ESC&#039;&lt;br /&gt;
:&#039;KEY_ENTER&#039;&lt;br /&gt;
:&#039;KEY_BACKSP&#039;&lt;br /&gt;
:&#039;KEY_TAB&#039;&lt;br /&gt;
:&#039;KEY_SPACEBAR&#039;&lt;br /&gt;
:&#039;KEY_NUMLOCK&#039;&lt;br /&gt;
:&#039;KEY_SCROLLOCK&#039;&lt;br /&gt;
:&#039;KEY_CAPSLOCK&#039;&lt;br /&gt;
:&#039;KEY_LSHIFT&#039;&lt;br /&gt;
:&#039;KEY_RSHIFT&#039;&lt;br /&gt;
:&#039;KEY_LALT&#039;&lt;br /&gt;
:&#039;KEY_RALT&#039;&lt;br /&gt;
:&#039;KEY_LCTRL&#039;&lt;br /&gt;
:&#039;KEY_RCTRL&#039;&lt;br /&gt;
:&#039;KEY_F1&#039;&lt;br /&gt;
:&#039;KEY_F2&#039;&lt;br /&gt;
:&#039;KEY_F3&#039;&lt;br /&gt;
:&#039;KEY_F4&#039;&lt;br /&gt;
:&#039;KEY_F5&#039;&lt;br /&gt;
:&#039;KEY_F6&#039;&lt;br /&gt;
:&#039;KEY_F7&#039;&lt;br /&gt;
:&#039;KEY_F8&#039;&lt;br /&gt;
:&#039;KEY_F9&#039;&lt;br /&gt;
:&#039;KEY_F10&#039;&lt;br /&gt;
:&#039;KEY_F11&#039;&lt;br /&gt;
:&#039;KEY_F12&#039;&lt;br /&gt;
:&#039;KEY_PAD0&#039;&lt;br /&gt;
:&#039;KEY_PAD1&#039;&lt;br /&gt;
:&#039;KEY_PAD2&#039;&lt;br /&gt;
:&#039;KEY_PAD3&#039;&lt;br /&gt;
:&#039;KEY_PAD4&#039;&lt;br /&gt;
:&#039;KEY_PAD5&#039;&lt;br /&gt;
:&#039;KEY_PAD6&#039;&lt;br /&gt;
:&#039;KEY_PAD7&#039;&lt;br /&gt;
:&#039;KEY_PAD8&#039;&lt;br /&gt;
:&#039;KEY_PAD9&#039;&lt;br /&gt;
:&#039;KEY_PADMINUS&#039;&lt;br /&gt;
:&#039;KEY_PADPLUS&#039;&lt;br /&gt;
:&#039;KEY_PADPERIOD&#039;&lt;br /&gt;
:&#039;KEY_PADDIVIDE&#039;&lt;br /&gt;
:&#039;KEY_PADMULTIPLY&#039;&lt;br /&gt;
:&#039;KEY_PADENTER&#039;&lt;br /&gt;
:&#039;KEY_INSERT&#039;&lt;br /&gt;
:&#039;KEY_HOME&#039;&lt;br /&gt;
:&#039;KEY_PAGEUP&#039;&lt;br /&gt;
:&#039;KEY_DELETE&#039;&lt;br /&gt;
:&#039;KEY_END&#039;&lt;br /&gt;
:&#039;KEY_PAGEDOWN&#039;&lt;br /&gt;
:&#039;KEY_UP&#039;&lt;br /&gt;
:&#039;KEY_DOWN&#039;&lt;br /&gt;
:&#039;KEY_LEFT&#039;&lt;br /&gt;
:&#039;KEY_RIGHT&#039;&lt;br /&gt;
:&#039;KEY_PRINT_SCRN&#039;&lt;br /&gt;
:&#039;KEY_PAUSE&#039;&lt;br /&gt;
:&#039;KEY_BREAK&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=63097</id>
		<title>Controlconfigdefaults.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=63097"/>
		<updated>2021-02-13T21:51:37Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* Custom Controls */ correct placement of Table tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit| 2021-02-13 UTC | db2bd97669c949e7d68baa9560192b7d3ad96563}}&lt;br /&gt;
&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;controlconfigdefaults.tbl&#039;&#039;&#039; can be used to modify the default key bindings in FSO.&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigOverride==&lt;br /&gt;
* Starts an Override section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigOverride&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* Only entries that you want to change are required, the rest will use the default binding&lt;br /&gt;
* Entries not listed will be assigned to their default/hardcoded values.&lt;br /&gt;
{{Table371|&lt;br /&gt;
* Multiple #ControlConfigOverride...#End blocks can be provided.&lt;br /&gt;
** Each block defines a separate control config preset&lt;br /&gt;
** The &amp;quot;Defaults&amp;quot; button in the control config screen may be used to reset to the selected preset, then cycle through to the next preset.&lt;br /&gt;
** The first given block is used as the &amp;quot;global&amp;quot; defaults, and is used when working with the key-pressed SEXP and LUA scripts.&lt;br /&gt;
** Note: It&#039;s a good idea to also use [[Strings.tbl]] to change the &amp;quot;Defaults&amp;quot; text on the button to for example &amp;quot;Cycle\nPresets&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigPreset==&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Starts a Preset section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigPreset&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* All keybinds you wish to have bound must be specified, any unspecified keys will be unbound.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
* The name of this control config preset, displayed at the top left corner of the control config screen when selected through the &amp;quot;Defaults&amp;quot; button.&lt;br /&gt;
* If not provided, the first [[#ControlConfigOverride]] block will override the hardcoded defaults, all subsequent blocks will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&lt;br /&gt;
* If not provided, the [[#ControlConfigPreset]] block will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Bind Name:===&lt;br /&gt;
*Name of the bind or action to modify the default key of.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#List of Bindings|List of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Default:====&lt;br /&gt;
*Key to set as default&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Joy Default:====&lt;br /&gt;
*Joystick button to set as default&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Shift:====&lt;br /&gt;
*Sets the key to require the Shift key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Alt:====&lt;br /&gt;
&lt;br /&gt;
*Sets the key to require the Alt key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Ctrl:====&lt;br /&gt;
* Sets the key to require the Ctrl key&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Category:====&lt;br /&gt;
* Tab where the binding appears in the options menu.&lt;br /&gt;
* Valid entries:	TARGET_TAB, SHIP_TAB, WEAPON_TAB, COMPUTER_TAB&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Text:====&lt;br /&gt;
{{Table212|&lt;br /&gt;
* The label of the control to use in the controls config menu.&lt;br /&gt;
* Is overridden by XSTR, if provided&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; This is meant to be a lazy temporary substitution to modifying [[strings.tbl]].  Your released mod should nstill provide its own strings.tbl.&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Has XStr:====&lt;br /&gt;
* Whether or not the binding has an entry in [[strings.tbl]]&lt;br /&gt;
** If &#039;&#039;&#039;0&#039;&#039;&#039;, assumes no XSTR is provided&lt;br /&gt;
** If &#039;&#039;&#039;1&#039;&#039;&#039;, assumes an XSTR is provided alongside the other ControlConfig strings according to its internal, hardcoded index&lt;br /&gt;
{{Table382|&lt;br /&gt;
** If any nonzero integer &amp;gt;1, is the exact XSTR index within [[strings.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Type:====&lt;br /&gt;
*Determines the type of control this is.&lt;br /&gt;
&lt;br /&gt;
*Valid entries:&lt;br /&gt;
**CC_TYPE_TRIGGER&lt;br /&gt;
***Normal control that activates upon the first press. Resetting devices (such as weapons) will keep firing as long as the key/button is held down.&lt;br /&gt;
**CC_TYPE_CONTINUOUS&lt;br /&gt;
***Control that activates when the key/button is held down, and stays activated until the key/button is released. Ex: Afterburner key.&lt;br /&gt;
*Optional&lt;br /&gt;
*Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
*Syntax &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Disable:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines whether the binding can be used and appears in the options menu. Can be used to hide bindings which are not needed, or to enable bindings which are hidden by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Disable====&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Disables the control&lt;br /&gt;
** All bindings specified within the controlconfigdefaults.tbl will be enabled unless explicitly told to disable&lt;br /&gt;
*Optional&lt;br /&gt;
*Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
*Syntax: (No arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
* All [[#ControlConfigOverride]] and [[#ControlConfigPreset]] sections must be terminated by #End&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
This example does the following...&lt;br /&gt;
*Sets Clear Escort List to Alt-Shift-Q&lt;br /&gt;
*Sets Target Target&#039;s Attacker to Ctrl-Alt-Shift-J, moves it to the Ship Tab, denotes it&#039;s type as a trigger and sets it to not have a XString&lt;br /&gt;
*Sets Transfer Energy from Shield to Laser to R&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ControlConfigOverride&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Clear Escort List&lt;br /&gt;
$Key Default:		KEY_Q&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Target Target&#039;s Nearest Attacker&lt;br /&gt;
$Key Default:		KEY_J&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
$Key Mod Ctrl:		1&lt;br /&gt;
$Category:		SHIP_TAB&lt;br /&gt;
$Has XStr:		0&lt;br /&gt;
$TYPE:			CC_TYPE_TRIGGER&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Transfer Energy Shield-&amp;gt;Laser&lt;br /&gt;
$Key Default:		KEY_R&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==List of Bindings==&lt;br /&gt;
*This is a list of all possible bindings that can be modified.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*These bindings are case-sensitive&lt;br /&gt;
&lt;br /&gt;
===Targeting Ships and Objects===&lt;br /&gt;
*&#039;Target Next Ship&#039;&lt;br /&gt;
*&#039;Target Previous Ship&#039;&lt;br /&gt;
*&#039;Target Next Closest Hostile Ship&#039;&lt;br /&gt;
*&#039;Target Previous Closest Hostile Ship&#039;&lt;br /&gt;
*&#039;Target Next Closest Friendly Ship&#039;&lt;br /&gt;
*&#039;Target Previous Closest Friendly Ship&#039;&lt;br /&gt;
*&#039;Target Ship in Reticle&#039;&lt;br /&gt;
*&#039;Target Target&#039;s Nearest Attacker&#039;&lt;br /&gt;
*&#039;Target Last Ship to Send Transmission&#039;&lt;br /&gt;
*&#039;Turn Off Targeting&#039;&lt;br /&gt;
*&#039;Target Closest Attacking Ship&#039;&lt;br /&gt;
*&#039;Target Next Escort Ship&#039;&lt;br /&gt;
*&#039;Target Closest Repair Ship&#039;&lt;br /&gt;
*&#039;Target Next Uninspected Cargo&#039;&lt;br /&gt;
*&#039;Target Previous Uninspected Cargo&#039;&lt;br /&gt;
*&#039;Target Newest Ship in Area&#039;&lt;br /&gt;
*&#039;Target Target&#039;s Target&#039;&lt;br /&gt;
*&#039;Target Next Hostile Bomb or Bomber&#039;&lt;br /&gt;
*&#039;Target Previous Hostile Bomb or Bomber&#039;&lt;br /&gt;
&lt;br /&gt;
===Targeting Subsystems and Turrets===&lt;br /&gt;
*&#039;Target Subsystem in Reticle&#039;&lt;br /&gt;
*&#039;Target Next Subsystem&#039;&lt;br /&gt;
*&#039;Target Previous Subsystem&#039;&lt;br /&gt;
*&#039;Turn Off Targeting of Subsystems&#039;&lt;br /&gt;
*&#039;Target Next Live Turret&#039;&lt;br /&gt;
*&#039;Target Previous Live Turret&#039;&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*&#039;Fire Primary Weapon&#039;&lt;br /&gt;
*&#039;Fire Secondary Weapon&#039;&lt;br /&gt;
*&#039;Cycle Forward Primary Weapon&#039;&lt;br /&gt;
*&#039;Cycle Backward Primary Weapon&#039;&lt;br /&gt;
*&#039;Cycle Secondary Weapon Bank&#039;&lt;br /&gt;
*&#039;Cycle Secondary Weapon Firing Rate&#039;&lt;br /&gt;
*&#039;Launch Countermeasure&#039;&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
*&#039;Forward Thrust&#039;&lt;br /&gt;
*&#039;Reverse Thrust&#039;&lt;br /&gt;
*&#039;Bank Left&#039;&lt;br /&gt;
*&#039;Bank Right&#039;&lt;br /&gt;
*&#039;Pitch Forward&#039;&lt;br /&gt;
*&#039;Pitch Backward&#039;&lt;br /&gt;
*&#039;Turn Left&#039;&lt;br /&gt;
*&#039;Turn Right&#039;&lt;br /&gt;
*&#039;Right Thrust&#039;&lt;br /&gt;
*&#039;Left Thrust&#039;&lt;br /&gt;
*&#039;Up Thrust&#039;&lt;br /&gt;
*&#039;Down Thrust&#039;&lt;br /&gt;
*&#039;Afterburner&#039;&lt;br /&gt;
*&#039;Glide When Pressed&#039;&lt;br /&gt;
*&#039;Bank When Pressed&#039;&lt;br /&gt;
*&#039;Match Target Speed&#039;&lt;br /&gt;
&lt;br /&gt;
===Throttle Control===&lt;br /&gt;
*&#039;Set Throttle to Zero&#039;&lt;br /&gt;
*&#039;Set Throttle to Max&#039;&lt;br /&gt;
*&#039;Set Throttle to One-Third&#039;&lt;br /&gt;
*&#039;Set Throttle to Two-Thirds&#039;&lt;br /&gt;
*&#039;Increase Throttle 5 Percent&#039;&lt;br /&gt;
*&#039;Decrease Throttle 5 Percent&#039;&lt;br /&gt;
&lt;br /&gt;
===HUD Controls===&lt;br /&gt;
*&#039;Toggle High HUD Contrast&#039;&lt;br /&gt;
*&#039;Toggle HUD&#039;&lt;br /&gt;
*&#039;Toggle HUD Wireframe Target View&#039;&lt;br /&gt;
*&#039;Cycle Radar Range&#039;&lt;br /&gt;
*&#039;Communications Menu&#039;&lt;br /&gt;
*&#039;Show Nav Map&lt;br /&gt;
*&#039;Add or Remove Escort&#039;&lt;br /&gt;
*&#039;Clear Escort List&#039;&lt;br /&gt;
&lt;br /&gt;
===Squadmate Messaging===&lt;br /&gt;
*&#039;Attack My Target&#039;&lt;br /&gt;
*&#039;Disarm My Target&#039;&lt;br /&gt;
*&#039;Disable My Target&#039;&lt;br /&gt;
*&#039;Attack My Subsystem&#039;&lt;br /&gt;
*&#039;Capture My Target&#039;&lt;br /&gt;
*&#039;Engage Enemy&#039;&lt;br /&gt;
*&#039;Form on My Wing&#039;&lt;br /&gt;
*&#039;Ignore My Target&#039;&lt;br /&gt;
*&#039;Protect My Target&#039;&lt;br /&gt;
*&#039;Cover Me&#039;&lt;br /&gt;
*&#039;Return to Base&#039;&lt;br /&gt;
*&#039;Rearm Me&#039;&lt;br /&gt;
&lt;br /&gt;
===Views===&lt;br /&gt;
*&#039;Chase View&#039;&lt;br /&gt;
*&#039;External View&#039;&lt;br /&gt;
*&#039;Toggle External Camera Lock&#039;&lt;br /&gt;
*&#039;Free Look View&#039;&lt;br /&gt;
*&#039;Current Target View&#039;&lt;br /&gt;
*&#039;Increase View Distance&#039;&lt;br /&gt;
*&#039;Decrease View Distance&#039;&lt;br /&gt;
*&#039;Center View&#039;&lt;br /&gt;
*&#039;View Up&#039;&lt;br /&gt;
*&#039;View Rear&#039;&lt;br /&gt;
*&#039;View Left&#039;&lt;br /&gt;
*&#039;View Right&lt;br /&gt;
*&#039;Top-Down View&#039;&lt;br /&gt;
*&#039;Target Padlock View&#039;&lt;br /&gt;
&lt;br /&gt;
===ETS and Shields===&lt;br /&gt;
*&#039;Increase Weapon Energy&#039;&lt;br /&gt;
*&#039;Decrease Weapon Energy&#039;&lt;br /&gt;
*&#039;Increase Shield Energy&#039;&lt;br /&gt;
*&#039;Decrease Shield Energy&#039;&lt;br /&gt;
*&#039;Increase Engine Energy&#039;&lt;br /&gt;
*&#039;Decrease Engine Energy&#039;&lt;br /&gt;
*&#039;Equalize Energy Settings&#039;&lt;br /&gt;
*&#039;Equalize Shields&#039;&lt;br /&gt;
*&#039;Augment Forward Shield&#039;&lt;br /&gt;
*&#039;Augment Rear Shield&#039;&lt;br /&gt;
*&#039;Augment Left Shield&#039;&lt;br /&gt;
*&#039;Augment Right Shield&#039;&lt;br /&gt;
*&#039;Transfer Energy Laser-&amp;gt;Shield&#039;&lt;br /&gt;
*&#039;Transfer Energy Shield-&amp;gt;Laser&#039;&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
*&#039;Enter Subspace (End Mission)&#039;&lt;br /&gt;
*&#039;Increase Time Compression&#039;&lt;br /&gt;
*&#039;Decrease Time Compression&#039;&lt;br /&gt;
*&#039;Toggle Auto Pilot&#039;&lt;br /&gt;
*&#039;Cycle Nav Points&#039;&lt;br /&gt;
*&#039;Toggle Gliding&#039;&lt;br /&gt;
*&#039;Toggle Auto Speed Matching&#039;&lt;br /&gt;
*&#039;Toggle Auto Targeting&#039;&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Only===&lt;br /&gt;
*&#039;(Multiplayer) Message All&#039;&lt;br /&gt;
*&#039;(Multiplayer) Message Friendly&#039;&lt;br /&gt;
*&#039;(Multiplayer) Message Hostile&#039;&lt;br /&gt;
*&#039;(Multiplayer) Message Target&#039;&lt;br /&gt;
*&#039;(Multiplayer) Observer Zoom To Target&#039;&lt;br /&gt;
*&#039;(Multiplayer) Toggle Network info&#039;&lt;br /&gt;
*&#039;(Multiplayer) Self Destruct&#039;&lt;br /&gt;
&lt;br /&gt;
===Custom Controls===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*&#039;Custom Control 1&#039;&lt;br /&gt;
*&#039;Custom Control 2&#039;&lt;br /&gt;
*&#039;Custom Control 3&#039;&lt;br /&gt;
*&#039;Custom Control 4&#039;&lt;br /&gt;
*&#039;Custom Control 5&#039;&lt;br /&gt;
These are empty controls for modders and/or scripters to use. They are disabled by default and no default index in [[strings.tbl]]. The default key binding is Shift-Alt (1-5) for Custom Control 1-5, respectively. To use these, create a new entry in [[Controlconfigdefaults.tbl]] and with the respective name. For example, &#039;&#039;&#039;$Bind Name: Custom Control 1&#039;&#039;&#039; for Custom Control 1. To change the string add a string entry to [[strings.tbl]] and specify that index in &#039;&#039;&#039;$Has XStr:&#039;&#039;&#039; for Custom Control 1. For example, if you add string 1570 for this key binding set &#039;&#039;&#039;$Has XStr: 1570&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The complete entry of this example would be:&lt;br /&gt;
* $Bind Name: Custom Control 1&lt;br /&gt;
* $Has XStr: 1570&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Allowed Keys==&lt;br /&gt;
*Not all keys are checked by FSO for key bindings, so some of these may not work.&lt;br /&gt;
*List coppied from controlsconfigcommon.cpp and edited to make readable.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*List of keys&lt;br /&gt;
:&#039;KEY_0&#039;&lt;br /&gt;
:&#039;KEY_1&#039;&lt;br /&gt;
:&#039;KEY_2&#039;&lt;br /&gt;
:&#039;KEY_3&#039;&lt;br /&gt;
:&#039;KEY_4&#039;&lt;br /&gt;
:&#039;KEY_5&#039;&lt;br /&gt;
:&#039;KEY_6&#039;&lt;br /&gt;
:&#039;KEY_7&#039;&lt;br /&gt;
:&#039;KEY_8&#039;&lt;br /&gt;
:&#039;KEY_9&#039;&lt;br /&gt;
:&#039;KEY_A&#039;&lt;br /&gt;
:&#039;KEY_B&#039;&lt;br /&gt;
:&#039;KEY_C&#039;&lt;br /&gt;
:&#039;KEY_D&#039;&lt;br /&gt;
:&#039;KEY_E&#039;&lt;br /&gt;
:&#039;KEY_F&#039;&lt;br /&gt;
:&#039;KEY_G&#039;&lt;br /&gt;
:&#039;KEY_H&#039;&lt;br /&gt;
:&#039;KEY_I&#039;&lt;br /&gt;
:&#039;KEY_J&#039;&lt;br /&gt;
:&#039;KEY_K&#039;&lt;br /&gt;
:&#039;KEY_L&#039;&lt;br /&gt;
:&#039;KEY_M&#039;&lt;br /&gt;
:&#039;KEY_N&#039;&lt;br /&gt;
:&#039;KEY_O&#039;&lt;br /&gt;
:&#039;KEY_P&#039;&lt;br /&gt;
:&#039;KEY_Q&#039;&lt;br /&gt;
:&#039;KEY_R&#039;&lt;br /&gt;
:&#039;KEY_S&#039;&lt;br /&gt;
:&#039;KEY_T&#039;&lt;br /&gt;
:&#039;KEY_U&#039;&lt;br /&gt;
:&#039;KEY_V&#039;&lt;br /&gt;
:&#039;KEY_W&#039;&lt;br /&gt;
:&#039;KEY_X&#039;&lt;br /&gt;
:&#039;KEY_Y&#039;&lt;br /&gt;
:&#039;KEY_Z&#039;&lt;br /&gt;
:&#039;KEY_MINUS&#039;&lt;br /&gt;
:&#039;KEY_EQUAL&#039;&lt;br /&gt;
:&#039;KEY_DIVIDE&#039;&lt;br /&gt;
:&#039;KEY_SLASH&#039;&lt;br /&gt;
:&#039;KEY_SLASH_UK&#039;&lt;br /&gt;
:&#039;KEY_COMMA&#039;&lt;br /&gt;
:&#039;KEY_PERIOD&#039;&lt;br /&gt;
:&#039;KEY_SEMICOL&#039;&lt;br /&gt;
:&#039;KEY_LBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_LAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_ESC&#039;&lt;br /&gt;
:&#039;KEY_ENTER&#039;&lt;br /&gt;
:&#039;KEY_BACKSP&#039;&lt;br /&gt;
:&#039;KEY_TAB&#039;&lt;br /&gt;
:&#039;KEY_SPACEBAR&#039;&lt;br /&gt;
:&#039;KEY_NUMLOCK&#039;&lt;br /&gt;
:&#039;KEY_SCROLLOCK&#039;&lt;br /&gt;
:&#039;KEY_CAPSLOCK&#039;&lt;br /&gt;
:&#039;KEY_LSHIFT&#039;&lt;br /&gt;
:&#039;KEY_RSHIFT&#039;&lt;br /&gt;
:&#039;KEY_LALT&#039;&lt;br /&gt;
:&#039;KEY_RALT&#039;&lt;br /&gt;
:&#039;KEY_LCTRL&#039;&lt;br /&gt;
:&#039;KEY_RCTRL&#039;&lt;br /&gt;
:&#039;KEY_F1&#039;&lt;br /&gt;
:&#039;KEY_F2&#039;&lt;br /&gt;
:&#039;KEY_F3&#039;&lt;br /&gt;
:&#039;KEY_F4&#039;&lt;br /&gt;
:&#039;KEY_F5&#039;&lt;br /&gt;
:&#039;KEY_F6&#039;&lt;br /&gt;
:&#039;KEY_F7&#039;&lt;br /&gt;
:&#039;KEY_F8&#039;&lt;br /&gt;
:&#039;KEY_F9&#039;&lt;br /&gt;
:&#039;KEY_F10&#039;&lt;br /&gt;
:&#039;KEY_F11&#039;&lt;br /&gt;
:&#039;KEY_F12&#039;&lt;br /&gt;
:&#039;KEY_PAD0&#039;&lt;br /&gt;
:&#039;KEY_PAD1&#039;&lt;br /&gt;
:&#039;KEY_PAD2&#039;&lt;br /&gt;
:&#039;KEY_PAD3&#039;&lt;br /&gt;
:&#039;KEY_PAD4&#039;&lt;br /&gt;
:&#039;KEY_PAD5&#039;&lt;br /&gt;
:&#039;KEY_PAD6&#039;&lt;br /&gt;
:&#039;KEY_PAD7&#039;&lt;br /&gt;
:&#039;KEY_PAD8&#039;&lt;br /&gt;
:&#039;KEY_PAD9&#039;&lt;br /&gt;
:&#039;KEY_PADMINUS&#039;&lt;br /&gt;
:&#039;KEY_PADPLUS&#039;&lt;br /&gt;
:&#039;KEY_PADPERIOD&#039;&lt;br /&gt;
:&#039;KEY_PADDIVIDE&#039;&lt;br /&gt;
:&#039;KEY_PADMULTIPLY&#039;&lt;br /&gt;
:&#039;KEY_PADENTER&#039;&lt;br /&gt;
:&#039;KEY_INSERT&#039;&lt;br /&gt;
:&#039;KEY_HOME&#039;&lt;br /&gt;
:&#039;KEY_PAGEUP&#039;&lt;br /&gt;
:&#039;KEY_DELETE&#039;&lt;br /&gt;
:&#039;KEY_END&#039;&lt;br /&gt;
:&#039;KEY_PAGEDOWN&#039;&lt;br /&gt;
:&#039;KEY_UP&#039;&lt;br /&gt;
:&#039;KEY_DOWN&#039;&lt;br /&gt;
:&#039;KEY_LEFT&#039;&lt;br /&gt;
:&#039;KEY_RIGHT&#039;&lt;br /&gt;
:&#039;KEY_PRINT_SCRN&#039;&lt;br /&gt;
:&#039;KEY_PAUSE&#039;&lt;br /&gt;
:&#039;KEY_BREAK&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=63096</id>
		<title>Controlconfigdefaults.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=63096"/>
		<updated>2021-02-13T21:50:49Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* +Disable */ correct version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit| 2021-02-13 UTC | db2bd97669c949e7d68baa9560192b7d3ad96563}}&lt;br /&gt;
&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;controlconfigdefaults.tbl&#039;&#039;&#039; can be used to modify the default key bindings in FSO.&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigOverride==&lt;br /&gt;
* Starts an Override section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigOverride&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* Only entries that you want to change are required, the rest will use the default binding&lt;br /&gt;
* Entries not listed will be assigned to their default/hardcoded values.&lt;br /&gt;
{{Table371|&lt;br /&gt;
* Multiple #ControlConfigOverride...#End blocks can be provided.&lt;br /&gt;
** Each block defines a separate control config preset&lt;br /&gt;
** The &amp;quot;Defaults&amp;quot; button in the control config screen may be used to reset to the selected preset, then cycle through to the next preset.&lt;br /&gt;
** The first given block is used as the &amp;quot;global&amp;quot; defaults, and is used when working with the key-pressed SEXP and LUA scripts.&lt;br /&gt;
** Note: It&#039;s a good idea to also use [[Strings.tbl]] to change the &amp;quot;Defaults&amp;quot; text on the button to for example &amp;quot;Cycle\nPresets&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigPreset==&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Starts a Preset section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigPreset&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* All keybinds you wish to have bound must be specified, any unspecified keys will be unbound.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
* The name of this control config preset, displayed at the top left corner of the control config screen when selected through the &amp;quot;Defaults&amp;quot; button.&lt;br /&gt;
* If not provided, the first [[#ControlConfigOverride]] block will override the hardcoded defaults, all subsequent blocks will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&lt;br /&gt;
* If not provided, the [[#ControlConfigPreset]] block will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Bind Name:===&lt;br /&gt;
*Name of the bind or action to modify the default key of.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#List of Bindings|List of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Default:====&lt;br /&gt;
*Key to set as default&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Joy Default:====&lt;br /&gt;
*Joystick button to set as default&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Shift:====&lt;br /&gt;
*Sets the key to require the Shift key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Alt:====&lt;br /&gt;
&lt;br /&gt;
*Sets the key to require the Alt key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Ctrl:====&lt;br /&gt;
* Sets the key to require the Ctrl key&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Category:====&lt;br /&gt;
* Tab where the binding appears in the options menu.&lt;br /&gt;
* Valid entries:	TARGET_TAB, SHIP_TAB, WEAPON_TAB, COMPUTER_TAB&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Text:====&lt;br /&gt;
{{Table212|&lt;br /&gt;
* The label of the control to use in the controls config menu.&lt;br /&gt;
* Is overridden by XSTR, if provided&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; This is meant to be a lazy temporary substitution to modifying [[strings.tbl]].  Your released mod should nstill provide its own strings.tbl.&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Has XStr:====&lt;br /&gt;
* Whether or not the binding has an entry in [[strings.tbl]]&lt;br /&gt;
** If &#039;&#039;&#039;0&#039;&#039;&#039;, assumes no XSTR is provided&lt;br /&gt;
** If &#039;&#039;&#039;1&#039;&#039;&#039;, assumes an XSTR is provided alongside the other ControlConfig strings according to its internal, hardcoded index&lt;br /&gt;
{{Table382|&lt;br /&gt;
** If any nonzero integer &amp;gt;1, is the exact XSTR index within [[strings.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Type:====&lt;br /&gt;
*Determines the type of control this is.&lt;br /&gt;
&lt;br /&gt;
*Valid entries:&lt;br /&gt;
**CC_TYPE_TRIGGER&lt;br /&gt;
***Normal control that activates upon the first press. Resetting devices (such as weapons) will keep firing as long as the key/button is held down.&lt;br /&gt;
**CC_TYPE_CONTINUOUS&lt;br /&gt;
***Control that activates when the key/button is held down, and stays activated until the key/button is released. Ex: Afterburner key.&lt;br /&gt;
*Optional&lt;br /&gt;
*Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
*Syntax &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Disable:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines whether the binding can be used and appears in the options menu. Can be used to hide bindings which are not needed, or to enable bindings which are hidden by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Disable====&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Disables the control&lt;br /&gt;
** All bindings specified within the controlconfigdefaults.tbl will be enabled unless explicitly told to disable&lt;br /&gt;
*Optional&lt;br /&gt;
*Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
*Syntax: (No arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
* All [[#ControlConfigOverride]] and [[#ControlConfigPreset]] sections must be terminated by #End&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
This example does the following...&lt;br /&gt;
*Sets Clear Escort List to Alt-Shift-Q&lt;br /&gt;
*Sets Target Target&#039;s Attacker to Ctrl-Alt-Shift-J, moves it to the Ship Tab, denotes it&#039;s type as a trigger and sets it to not have a XString&lt;br /&gt;
*Sets Transfer Energy from Shield to Laser to R&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ControlConfigOverride&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Clear Escort List&lt;br /&gt;
$Key Default:		KEY_Q&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Target Target&#039;s Nearest Attacker&lt;br /&gt;
$Key Default:		KEY_J&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
$Key Mod Ctrl:		1&lt;br /&gt;
$Category:		SHIP_TAB&lt;br /&gt;
$Has XStr:		0&lt;br /&gt;
$TYPE:			CC_TYPE_TRIGGER&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Transfer Energy Shield-&amp;gt;Laser&lt;br /&gt;
$Key Default:		KEY_R&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==List of Bindings==&lt;br /&gt;
*This is a list of all possible bindings that can be modified.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*These bindings are case-sensitive&lt;br /&gt;
&lt;br /&gt;
===Targeting Ships and Objects===&lt;br /&gt;
*&#039;Target Next Ship&#039;&lt;br /&gt;
*&#039;Target Previous Ship&#039;&lt;br /&gt;
*&#039;Target Next Closest Hostile Ship&#039;&lt;br /&gt;
*&#039;Target Previous Closest Hostile Ship&#039;&lt;br /&gt;
*&#039;Target Next Closest Friendly Ship&#039;&lt;br /&gt;
*&#039;Target Previous Closest Friendly Ship&#039;&lt;br /&gt;
*&#039;Target Ship in Reticle&#039;&lt;br /&gt;
*&#039;Target Target&#039;s Nearest Attacker&#039;&lt;br /&gt;
*&#039;Target Last Ship to Send Transmission&#039;&lt;br /&gt;
*&#039;Turn Off Targeting&#039;&lt;br /&gt;
*&#039;Target Closest Attacking Ship&#039;&lt;br /&gt;
*&#039;Target Next Escort Ship&#039;&lt;br /&gt;
*&#039;Target Closest Repair Ship&#039;&lt;br /&gt;
*&#039;Target Next Uninspected Cargo&#039;&lt;br /&gt;
*&#039;Target Previous Uninspected Cargo&#039;&lt;br /&gt;
*&#039;Target Newest Ship in Area&#039;&lt;br /&gt;
*&#039;Target Target&#039;s Target&#039;&lt;br /&gt;
*&#039;Target Next Hostile Bomb or Bomber&#039;&lt;br /&gt;
*&#039;Target Previous Hostile Bomb or Bomber&#039;&lt;br /&gt;
&lt;br /&gt;
===Targeting Subsystems and Turrets===&lt;br /&gt;
*&#039;Target Subsystem in Reticle&#039;&lt;br /&gt;
*&#039;Target Next Subsystem&#039;&lt;br /&gt;
*&#039;Target Previous Subsystem&#039;&lt;br /&gt;
*&#039;Turn Off Targeting of Subsystems&#039;&lt;br /&gt;
*&#039;Target Next Live Turret&#039;&lt;br /&gt;
*&#039;Target Previous Live Turret&#039;&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*&#039;Fire Primary Weapon&#039;&lt;br /&gt;
*&#039;Fire Secondary Weapon&#039;&lt;br /&gt;
*&#039;Cycle Forward Primary Weapon&#039;&lt;br /&gt;
*&#039;Cycle Backward Primary Weapon&#039;&lt;br /&gt;
*&#039;Cycle Secondary Weapon Bank&#039;&lt;br /&gt;
*&#039;Cycle Secondary Weapon Firing Rate&#039;&lt;br /&gt;
*&#039;Launch Countermeasure&#039;&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
*&#039;Forward Thrust&#039;&lt;br /&gt;
*&#039;Reverse Thrust&#039;&lt;br /&gt;
*&#039;Bank Left&#039;&lt;br /&gt;
*&#039;Bank Right&#039;&lt;br /&gt;
*&#039;Pitch Forward&#039;&lt;br /&gt;
*&#039;Pitch Backward&#039;&lt;br /&gt;
*&#039;Turn Left&#039;&lt;br /&gt;
*&#039;Turn Right&#039;&lt;br /&gt;
*&#039;Right Thrust&#039;&lt;br /&gt;
*&#039;Left Thrust&#039;&lt;br /&gt;
*&#039;Up Thrust&#039;&lt;br /&gt;
*&#039;Down Thrust&#039;&lt;br /&gt;
*&#039;Afterburner&#039;&lt;br /&gt;
*&#039;Glide When Pressed&#039;&lt;br /&gt;
*&#039;Bank When Pressed&#039;&lt;br /&gt;
*&#039;Match Target Speed&#039;&lt;br /&gt;
&lt;br /&gt;
===Throttle Control===&lt;br /&gt;
*&#039;Set Throttle to Zero&#039;&lt;br /&gt;
*&#039;Set Throttle to Max&#039;&lt;br /&gt;
*&#039;Set Throttle to One-Third&#039;&lt;br /&gt;
*&#039;Set Throttle to Two-Thirds&#039;&lt;br /&gt;
*&#039;Increase Throttle 5 Percent&#039;&lt;br /&gt;
*&#039;Decrease Throttle 5 Percent&#039;&lt;br /&gt;
&lt;br /&gt;
===HUD Controls===&lt;br /&gt;
*&#039;Toggle High HUD Contrast&#039;&lt;br /&gt;
*&#039;Toggle HUD&#039;&lt;br /&gt;
*&#039;Toggle HUD Wireframe Target View&#039;&lt;br /&gt;
*&#039;Cycle Radar Range&#039;&lt;br /&gt;
*&#039;Communications Menu&#039;&lt;br /&gt;
*&#039;Show Nav Map&lt;br /&gt;
*&#039;Add or Remove Escort&#039;&lt;br /&gt;
*&#039;Clear Escort List&#039;&lt;br /&gt;
&lt;br /&gt;
===Squadmate Messaging===&lt;br /&gt;
*&#039;Attack My Target&#039;&lt;br /&gt;
*&#039;Disarm My Target&#039;&lt;br /&gt;
*&#039;Disable My Target&#039;&lt;br /&gt;
*&#039;Attack My Subsystem&#039;&lt;br /&gt;
*&#039;Capture My Target&#039;&lt;br /&gt;
*&#039;Engage Enemy&#039;&lt;br /&gt;
*&#039;Form on My Wing&#039;&lt;br /&gt;
*&#039;Ignore My Target&#039;&lt;br /&gt;
*&#039;Protect My Target&#039;&lt;br /&gt;
*&#039;Cover Me&#039;&lt;br /&gt;
*&#039;Return to Base&#039;&lt;br /&gt;
*&#039;Rearm Me&#039;&lt;br /&gt;
&lt;br /&gt;
===Views===&lt;br /&gt;
*&#039;Chase View&#039;&lt;br /&gt;
*&#039;External View&#039;&lt;br /&gt;
*&#039;Toggle External Camera Lock&#039;&lt;br /&gt;
*&#039;Free Look View&#039;&lt;br /&gt;
*&#039;Current Target View&#039;&lt;br /&gt;
*&#039;Increase View Distance&#039;&lt;br /&gt;
*&#039;Decrease View Distance&#039;&lt;br /&gt;
*&#039;Center View&#039;&lt;br /&gt;
*&#039;View Up&#039;&lt;br /&gt;
*&#039;View Rear&#039;&lt;br /&gt;
*&#039;View Left&#039;&lt;br /&gt;
*&#039;View Right&lt;br /&gt;
*&#039;Top-Down View&#039;&lt;br /&gt;
*&#039;Target Padlock View&#039;&lt;br /&gt;
&lt;br /&gt;
===ETS and Shields===&lt;br /&gt;
*&#039;Increase Weapon Energy&#039;&lt;br /&gt;
*&#039;Decrease Weapon Energy&#039;&lt;br /&gt;
*&#039;Increase Shield Energy&#039;&lt;br /&gt;
*&#039;Decrease Shield Energy&#039;&lt;br /&gt;
*&#039;Increase Engine Energy&#039;&lt;br /&gt;
*&#039;Decrease Engine Energy&#039;&lt;br /&gt;
*&#039;Equalize Energy Settings&#039;&lt;br /&gt;
*&#039;Equalize Shields&#039;&lt;br /&gt;
*&#039;Augment Forward Shield&#039;&lt;br /&gt;
*&#039;Augment Rear Shield&#039;&lt;br /&gt;
*&#039;Augment Left Shield&#039;&lt;br /&gt;
*&#039;Augment Right Shield&#039;&lt;br /&gt;
*&#039;Transfer Energy Laser-&amp;gt;Shield&#039;&lt;br /&gt;
*&#039;Transfer Energy Shield-&amp;gt;Laser&#039;&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
*&#039;Enter Subspace (End Mission)&#039;&lt;br /&gt;
*&#039;Increase Time Compression&#039;&lt;br /&gt;
*&#039;Decrease Time Compression&#039;&lt;br /&gt;
*&#039;Toggle Auto Pilot&#039;&lt;br /&gt;
*&#039;Cycle Nav Points&#039;&lt;br /&gt;
*&#039;Toggle Gliding&#039;&lt;br /&gt;
*&#039;Toggle Auto Speed Matching&#039;&lt;br /&gt;
*&#039;Toggle Auto Targeting&#039;&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Only===&lt;br /&gt;
*&#039;(Multiplayer) Message All&#039;&lt;br /&gt;
*&#039;(Multiplayer) Message Friendly&#039;&lt;br /&gt;
*&#039;(Multiplayer) Message Hostile&#039;&lt;br /&gt;
*&#039;(Multiplayer) Message Target&#039;&lt;br /&gt;
*&#039;(Multiplayer) Observer Zoom To Target&#039;&lt;br /&gt;
*&#039;(Multiplayer) Toggle Network info&#039;&lt;br /&gt;
*&#039;(Multiplayer) Self Destruct&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
===Custom Controls===&lt;br /&gt;
*&#039;Custom Control 1&#039;&lt;br /&gt;
*&#039;Custom Control 2&#039;&lt;br /&gt;
*&#039;Custom Control 3&#039;&lt;br /&gt;
*&#039;Custom Control 4&#039;&lt;br /&gt;
*&#039;Custom Control 5&#039;&lt;br /&gt;
These are empty controls for modders and/or scripters to use. They are disabled by default and no default index in [[strings.tbl]]. The default key binding is Shift-Alt (1-5) for Custom Control 1-5, respectively. To use these, create a new entry in [[Controlconfigdefaults.tbl]] and with the respective name. For example, &#039;&#039;&#039;$Bind Name: Custom Control 1&#039;&#039;&#039; for Custom Control 1. To change the string add a string entry to [[strings.tbl]] and specify that index in &#039;&#039;&#039;$Has XStr:&#039;&#039;&#039; for Custom Control 1. For example, if you add string 1570 for this key binding set &#039;&#039;&#039;$Has XStr: 1570&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The complete entry of this example would be:&lt;br /&gt;
* $Bind Name: Custom Control 1&lt;br /&gt;
* $Has XStr: 1570&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Allowed Keys==&lt;br /&gt;
*Not all keys are checked by FSO for key bindings, so some of these may not work.&lt;br /&gt;
*List coppied from controlsconfigcommon.cpp and edited to make readable.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*List of keys&lt;br /&gt;
:&#039;KEY_0&#039;&lt;br /&gt;
:&#039;KEY_1&#039;&lt;br /&gt;
:&#039;KEY_2&#039;&lt;br /&gt;
:&#039;KEY_3&#039;&lt;br /&gt;
:&#039;KEY_4&#039;&lt;br /&gt;
:&#039;KEY_5&#039;&lt;br /&gt;
:&#039;KEY_6&#039;&lt;br /&gt;
:&#039;KEY_7&#039;&lt;br /&gt;
:&#039;KEY_8&#039;&lt;br /&gt;
:&#039;KEY_9&#039;&lt;br /&gt;
:&#039;KEY_A&#039;&lt;br /&gt;
:&#039;KEY_B&#039;&lt;br /&gt;
:&#039;KEY_C&#039;&lt;br /&gt;
:&#039;KEY_D&#039;&lt;br /&gt;
:&#039;KEY_E&#039;&lt;br /&gt;
:&#039;KEY_F&#039;&lt;br /&gt;
:&#039;KEY_G&#039;&lt;br /&gt;
:&#039;KEY_H&#039;&lt;br /&gt;
:&#039;KEY_I&#039;&lt;br /&gt;
:&#039;KEY_J&#039;&lt;br /&gt;
:&#039;KEY_K&#039;&lt;br /&gt;
:&#039;KEY_L&#039;&lt;br /&gt;
:&#039;KEY_M&#039;&lt;br /&gt;
:&#039;KEY_N&#039;&lt;br /&gt;
:&#039;KEY_O&#039;&lt;br /&gt;
:&#039;KEY_P&#039;&lt;br /&gt;
:&#039;KEY_Q&#039;&lt;br /&gt;
:&#039;KEY_R&#039;&lt;br /&gt;
:&#039;KEY_S&#039;&lt;br /&gt;
:&#039;KEY_T&#039;&lt;br /&gt;
:&#039;KEY_U&#039;&lt;br /&gt;
:&#039;KEY_V&#039;&lt;br /&gt;
:&#039;KEY_W&#039;&lt;br /&gt;
:&#039;KEY_X&#039;&lt;br /&gt;
:&#039;KEY_Y&#039;&lt;br /&gt;
:&#039;KEY_Z&#039;&lt;br /&gt;
:&#039;KEY_MINUS&#039;&lt;br /&gt;
:&#039;KEY_EQUAL&#039;&lt;br /&gt;
:&#039;KEY_DIVIDE&#039;&lt;br /&gt;
:&#039;KEY_SLASH&#039;&lt;br /&gt;
:&#039;KEY_SLASH_UK&#039;&lt;br /&gt;
:&#039;KEY_COMMA&#039;&lt;br /&gt;
:&#039;KEY_PERIOD&#039;&lt;br /&gt;
:&#039;KEY_SEMICOL&#039;&lt;br /&gt;
:&#039;KEY_LBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_LAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_ESC&#039;&lt;br /&gt;
:&#039;KEY_ENTER&#039;&lt;br /&gt;
:&#039;KEY_BACKSP&#039;&lt;br /&gt;
:&#039;KEY_TAB&#039;&lt;br /&gt;
:&#039;KEY_SPACEBAR&#039;&lt;br /&gt;
:&#039;KEY_NUMLOCK&#039;&lt;br /&gt;
:&#039;KEY_SCROLLOCK&#039;&lt;br /&gt;
:&#039;KEY_CAPSLOCK&#039;&lt;br /&gt;
:&#039;KEY_LSHIFT&#039;&lt;br /&gt;
:&#039;KEY_RSHIFT&#039;&lt;br /&gt;
:&#039;KEY_LALT&#039;&lt;br /&gt;
:&#039;KEY_RALT&#039;&lt;br /&gt;
:&#039;KEY_LCTRL&#039;&lt;br /&gt;
:&#039;KEY_RCTRL&#039;&lt;br /&gt;
:&#039;KEY_F1&#039;&lt;br /&gt;
:&#039;KEY_F2&#039;&lt;br /&gt;
:&#039;KEY_F3&#039;&lt;br /&gt;
:&#039;KEY_F4&#039;&lt;br /&gt;
:&#039;KEY_F5&#039;&lt;br /&gt;
:&#039;KEY_F6&#039;&lt;br /&gt;
:&#039;KEY_F7&#039;&lt;br /&gt;
:&#039;KEY_F8&#039;&lt;br /&gt;
:&#039;KEY_F9&#039;&lt;br /&gt;
:&#039;KEY_F10&#039;&lt;br /&gt;
:&#039;KEY_F11&#039;&lt;br /&gt;
:&#039;KEY_F12&#039;&lt;br /&gt;
:&#039;KEY_PAD0&#039;&lt;br /&gt;
:&#039;KEY_PAD1&#039;&lt;br /&gt;
:&#039;KEY_PAD2&#039;&lt;br /&gt;
:&#039;KEY_PAD3&#039;&lt;br /&gt;
:&#039;KEY_PAD4&#039;&lt;br /&gt;
:&#039;KEY_PAD5&#039;&lt;br /&gt;
:&#039;KEY_PAD6&#039;&lt;br /&gt;
:&#039;KEY_PAD7&#039;&lt;br /&gt;
:&#039;KEY_PAD8&#039;&lt;br /&gt;
:&#039;KEY_PAD9&#039;&lt;br /&gt;
:&#039;KEY_PADMINUS&#039;&lt;br /&gt;
:&#039;KEY_PADPLUS&#039;&lt;br /&gt;
:&#039;KEY_PADPERIOD&#039;&lt;br /&gt;
:&#039;KEY_PADDIVIDE&#039;&lt;br /&gt;
:&#039;KEY_PADMULTIPLY&#039;&lt;br /&gt;
:&#039;KEY_PADENTER&#039;&lt;br /&gt;
:&#039;KEY_INSERT&#039;&lt;br /&gt;
:&#039;KEY_HOME&#039;&lt;br /&gt;
:&#039;KEY_PAGEUP&#039;&lt;br /&gt;
:&#039;KEY_DELETE&#039;&lt;br /&gt;
:&#039;KEY_END&#039;&lt;br /&gt;
:&#039;KEY_PAGEDOWN&#039;&lt;br /&gt;
:&#039;KEY_UP&#039;&lt;br /&gt;
:&#039;KEY_DOWN&#039;&lt;br /&gt;
:&#039;KEY_LEFT&#039;&lt;br /&gt;
:&#039;KEY_RIGHT&#039;&lt;br /&gt;
:&#039;KEY_PRINT_SCRN&#039;&lt;br /&gt;
:&#039;KEY_PAUSE&#039;&lt;br /&gt;
:&#039;KEY_BREAK&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=63095</id>
		<title>Controlconfigdefaults.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=63095"/>
		<updated>2021-02-13T21:49:10Z</updated>

		<summary type="html">&lt;p&gt;Z64555: Document &amp;#039;Controls 2&amp;#039; changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit| 2021-02-13 UTC | db2bd97669c949e7d68baa9560192b7d3ad96563}}&lt;br /&gt;
&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;controlconfigdefaults.tbl&#039;&#039;&#039; can be used to modify the default key bindings in FSO.&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigOverride==&lt;br /&gt;
* Starts an Override section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigOverride&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* Only entries that you want to change are required, the rest will use the default binding&lt;br /&gt;
* Entries not listed will be assigned to their default/hardcoded values.&lt;br /&gt;
{{Table371|&lt;br /&gt;
* Multiple #ControlConfigOverride...#End blocks can be provided.&lt;br /&gt;
** Each block defines a separate control config preset&lt;br /&gt;
** The &amp;quot;Defaults&amp;quot; button in the control config screen may be used to reset to the selected preset, then cycle through to the next preset.&lt;br /&gt;
** The first given block is used as the &amp;quot;global&amp;quot; defaults, and is used when working with the key-pressed SEXP and LUA scripts.&lt;br /&gt;
** Note: It&#039;s a good idea to also use [[Strings.tbl]] to change the &amp;quot;Defaults&amp;quot; text on the button to for example &amp;quot;Cycle\nPresets&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#ControlConfigPreset==&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Starts a Preset section&lt;br /&gt;
* Begins with &#039;&#039;&#039;#ControlConfigPreset&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
* All keybinds you wish to have bound must be specified, any unspecified keys will be unbound.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
* The name of this control config preset, displayed at the top left corner of the control config screen when selected through the &amp;quot;Defaults&amp;quot; button.&lt;br /&gt;
* If not provided, the first [[#ControlConfigOverride]] block will override the hardcoded defaults, all subsequent blocks will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&lt;br /&gt;
* If not provided, the [[#ControlConfigPreset]] block will be &#039;&#039;&#039;&amp;lt;unnamed preset&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Bind Name:===&lt;br /&gt;
*Name of the bind or action to modify the default key of.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#List of Bindings|List of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Default:====&lt;br /&gt;
*Key to set as default&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Joy Default:====&lt;br /&gt;
*Joystick button to set as default&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Shift:====&lt;br /&gt;
*Sets the key to require the Shift key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Alt:====&lt;br /&gt;
&lt;br /&gt;
*Sets the key to require the Alt key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Key Mod Ctrl:====&lt;br /&gt;
* Sets the key to require the Ctrl key&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Category:====&lt;br /&gt;
* Tab where the binding appears in the options menu.&lt;br /&gt;
* Valid entries:	TARGET_TAB, SHIP_TAB, WEAPON_TAB, COMPUTER_TAB&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Text:====&lt;br /&gt;
{{Table212|&lt;br /&gt;
* The label of the control to use in the controls config menu.&lt;br /&gt;
* Is overridden by XSTR, if provided&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; This is meant to be a lazy temporary substitution to modifying [[strings.tbl]].  Your released mod should nstill provide its own strings.tbl.&lt;br /&gt;
* Optional&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====$Has XStr:====&lt;br /&gt;
* Whether or not the binding has an entry in [[strings.tbl]]&lt;br /&gt;
** If &#039;&#039;&#039;0&#039;&#039;&#039;, assumes no XSTR is provided&lt;br /&gt;
** If &#039;&#039;&#039;1&#039;&#039;&#039;, assumes an XSTR is provided alongside the other ControlConfig strings according to its internal, hardcoded index&lt;br /&gt;
{{Table382|&lt;br /&gt;
** If any nonzero integer &amp;gt;1, is the exact XSTR index within [[strings.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
* Optional&lt;br /&gt;
* Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Type:====&lt;br /&gt;
*Determines the type of control this is.&lt;br /&gt;
&lt;br /&gt;
*Valid entries:&lt;br /&gt;
**CC_TYPE_TRIGGER&lt;br /&gt;
***Normal control that activates upon the first press. Resetting devices (such as weapons) will keep firing as long as the key/button is held down.&lt;br /&gt;
**CC_TYPE_CONTINUOUS&lt;br /&gt;
***Control that activates when the key/button is held down, and stays activated until the key/button is released. Ex: Afterburner key.&lt;br /&gt;
*Optional&lt;br /&gt;
*Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
*Syntax &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Disable:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines whether the binding can be used and appears in the options menu. Can be used to hide bindings which are not needed, or to enable bindings which are hidden by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Disable====&lt;br /&gt;
{{Table210|&lt;br /&gt;
* Disables the control&lt;br /&gt;
** All bindings specified within the controlconfigdefaults.tbl will be enabled unless explicitly told to disable&lt;br /&gt;
*Optional&lt;br /&gt;
*Only valid in [[#ControlConfigOverride]] blocks&lt;br /&gt;
*Syntax: (No arguments)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
* All [[#ControlConfigOverride]] and [[#ControlConfigPreset]] sections must be terminated by #End&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
This example does the following...&lt;br /&gt;
*Sets Clear Escort List to Alt-Shift-Q&lt;br /&gt;
*Sets Target Target&#039;s Attacker to Ctrl-Alt-Shift-J, moves it to the Ship Tab, denotes it&#039;s type as a trigger and sets it to not have a XString&lt;br /&gt;
*Sets Transfer Energy from Shield to Laser to R&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ControlConfigOverride&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Clear Escort List&lt;br /&gt;
$Key Default:		KEY_Q&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Target Target&#039;s Nearest Attacker&lt;br /&gt;
$Key Default:		KEY_J&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
$Key Mod Ctrl:		1&lt;br /&gt;
$Category:		SHIP_TAB&lt;br /&gt;
$Has XStr:		0&lt;br /&gt;
$TYPE:			CC_TYPE_TRIGGER&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Transfer Energy Shield-&amp;gt;Laser&lt;br /&gt;
$Key Default:		KEY_R&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==List of Bindings==&lt;br /&gt;
*This is a list of all possible bindings that can be modified.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*These bindings are case-sensitive&lt;br /&gt;
&lt;br /&gt;
===Targeting Ships and Objects===&lt;br /&gt;
*&#039;Target Next Ship&#039;&lt;br /&gt;
*&#039;Target Previous Ship&#039;&lt;br /&gt;
*&#039;Target Next Closest Hostile Ship&#039;&lt;br /&gt;
*&#039;Target Previous Closest Hostile Ship&#039;&lt;br /&gt;
*&#039;Target Next Closest Friendly Ship&#039;&lt;br /&gt;
*&#039;Target Previous Closest Friendly Ship&#039;&lt;br /&gt;
*&#039;Target Ship in Reticle&#039;&lt;br /&gt;
*&#039;Target Target&#039;s Nearest Attacker&#039;&lt;br /&gt;
*&#039;Target Last Ship to Send Transmission&#039;&lt;br /&gt;
*&#039;Turn Off Targeting&#039;&lt;br /&gt;
*&#039;Target Closest Attacking Ship&#039;&lt;br /&gt;
*&#039;Target Next Escort Ship&#039;&lt;br /&gt;
*&#039;Target Closest Repair Ship&#039;&lt;br /&gt;
*&#039;Target Next Uninspected Cargo&#039;&lt;br /&gt;
*&#039;Target Previous Uninspected Cargo&#039;&lt;br /&gt;
*&#039;Target Newest Ship in Area&#039;&lt;br /&gt;
*&#039;Target Target&#039;s Target&#039;&lt;br /&gt;
*&#039;Target Next Hostile Bomb or Bomber&#039;&lt;br /&gt;
*&#039;Target Previous Hostile Bomb or Bomber&#039;&lt;br /&gt;
&lt;br /&gt;
===Targeting Subsystems and Turrets===&lt;br /&gt;
*&#039;Target Subsystem in Reticle&#039;&lt;br /&gt;
*&#039;Target Next Subsystem&#039;&lt;br /&gt;
*&#039;Target Previous Subsystem&#039;&lt;br /&gt;
*&#039;Turn Off Targeting of Subsystems&#039;&lt;br /&gt;
*&#039;Target Next Live Turret&#039;&lt;br /&gt;
*&#039;Target Previous Live Turret&#039;&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*&#039;Fire Primary Weapon&#039;&lt;br /&gt;
*&#039;Fire Secondary Weapon&#039;&lt;br /&gt;
*&#039;Cycle Forward Primary Weapon&#039;&lt;br /&gt;
*&#039;Cycle Backward Primary Weapon&#039;&lt;br /&gt;
*&#039;Cycle Secondary Weapon Bank&#039;&lt;br /&gt;
*&#039;Cycle Secondary Weapon Firing Rate&#039;&lt;br /&gt;
*&#039;Launch Countermeasure&#039;&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
*&#039;Forward Thrust&#039;&lt;br /&gt;
*&#039;Reverse Thrust&#039;&lt;br /&gt;
*&#039;Bank Left&#039;&lt;br /&gt;
*&#039;Bank Right&#039;&lt;br /&gt;
*&#039;Pitch Forward&#039;&lt;br /&gt;
*&#039;Pitch Backward&#039;&lt;br /&gt;
*&#039;Turn Left&#039;&lt;br /&gt;
*&#039;Turn Right&#039;&lt;br /&gt;
*&#039;Right Thrust&#039;&lt;br /&gt;
*&#039;Left Thrust&#039;&lt;br /&gt;
*&#039;Up Thrust&#039;&lt;br /&gt;
*&#039;Down Thrust&#039;&lt;br /&gt;
*&#039;Afterburner&#039;&lt;br /&gt;
*&#039;Glide When Pressed&#039;&lt;br /&gt;
*&#039;Bank When Pressed&#039;&lt;br /&gt;
*&#039;Match Target Speed&#039;&lt;br /&gt;
&lt;br /&gt;
===Throttle Control===&lt;br /&gt;
*&#039;Set Throttle to Zero&#039;&lt;br /&gt;
*&#039;Set Throttle to Max&#039;&lt;br /&gt;
*&#039;Set Throttle to One-Third&#039;&lt;br /&gt;
*&#039;Set Throttle to Two-Thirds&#039;&lt;br /&gt;
*&#039;Increase Throttle 5 Percent&#039;&lt;br /&gt;
*&#039;Decrease Throttle 5 Percent&#039;&lt;br /&gt;
&lt;br /&gt;
===HUD Controls===&lt;br /&gt;
*&#039;Toggle High HUD Contrast&#039;&lt;br /&gt;
*&#039;Toggle HUD&#039;&lt;br /&gt;
*&#039;Toggle HUD Wireframe Target View&#039;&lt;br /&gt;
*&#039;Cycle Radar Range&#039;&lt;br /&gt;
*&#039;Communications Menu&#039;&lt;br /&gt;
*&#039;Show Nav Map&lt;br /&gt;
*&#039;Add or Remove Escort&#039;&lt;br /&gt;
*&#039;Clear Escort List&#039;&lt;br /&gt;
&lt;br /&gt;
===Squadmate Messaging===&lt;br /&gt;
*&#039;Attack My Target&#039;&lt;br /&gt;
*&#039;Disarm My Target&#039;&lt;br /&gt;
*&#039;Disable My Target&#039;&lt;br /&gt;
*&#039;Attack My Subsystem&#039;&lt;br /&gt;
*&#039;Capture My Target&#039;&lt;br /&gt;
*&#039;Engage Enemy&#039;&lt;br /&gt;
*&#039;Form on My Wing&#039;&lt;br /&gt;
*&#039;Ignore My Target&#039;&lt;br /&gt;
*&#039;Protect My Target&#039;&lt;br /&gt;
*&#039;Cover Me&#039;&lt;br /&gt;
*&#039;Return to Base&#039;&lt;br /&gt;
*&#039;Rearm Me&#039;&lt;br /&gt;
&lt;br /&gt;
===Views===&lt;br /&gt;
*&#039;Chase View&#039;&lt;br /&gt;
*&#039;External View&#039;&lt;br /&gt;
*&#039;Toggle External Camera Lock&#039;&lt;br /&gt;
*&#039;Free Look View&#039;&lt;br /&gt;
*&#039;Current Target View&#039;&lt;br /&gt;
*&#039;Increase View Distance&#039;&lt;br /&gt;
*&#039;Decrease View Distance&#039;&lt;br /&gt;
*&#039;Center View&#039;&lt;br /&gt;
*&#039;View Up&#039;&lt;br /&gt;
*&#039;View Rear&#039;&lt;br /&gt;
*&#039;View Left&#039;&lt;br /&gt;
*&#039;View Right&lt;br /&gt;
*&#039;Top-Down View&#039;&lt;br /&gt;
*&#039;Target Padlock View&#039;&lt;br /&gt;
&lt;br /&gt;
===ETS and Shields===&lt;br /&gt;
*&#039;Increase Weapon Energy&#039;&lt;br /&gt;
*&#039;Decrease Weapon Energy&#039;&lt;br /&gt;
*&#039;Increase Shield Energy&#039;&lt;br /&gt;
*&#039;Decrease Shield Energy&#039;&lt;br /&gt;
*&#039;Increase Engine Energy&#039;&lt;br /&gt;
*&#039;Decrease Engine Energy&#039;&lt;br /&gt;
*&#039;Equalize Energy Settings&#039;&lt;br /&gt;
*&#039;Equalize Shields&#039;&lt;br /&gt;
*&#039;Augment Forward Shield&#039;&lt;br /&gt;
*&#039;Augment Rear Shield&#039;&lt;br /&gt;
*&#039;Augment Left Shield&#039;&lt;br /&gt;
*&#039;Augment Right Shield&#039;&lt;br /&gt;
*&#039;Transfer Energy Laser-&amp;gt;Shield&#039;&lt;br /&gt;
*&#039;Transfer Energy Shield-&amp;gt;Laser&#039;&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
*&#039;Enter Subspace (End Mission)&#039;&lt;br /&gt;
*&#039;Increase Time Compression&#039;&lt;br /&gt;
*&#039;Decrease Time Compression&#039;&lt;br /&gt;
*&#039;Toggle Auto Pilot&#039;&lt;br /&gt;
*&#039;Cycle Nav Points&#039;&lt;br /&gt;
*&#039;Toggle Gliding&#039;&lt;br /&gt;
*&#039;Toggle Auto Speed Matching&#039;&lt;br /&gt;
*&#039;Toggle Auto Targeting&#039;&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Only===&lt;br /&gt;
*&#039;(Multiplayer) Message All&#039;&lt;br /&gt;
*&#039;(Multiplayer) Message Friendly&#039;&lt;br /&gt;
*&#039;(Multiplayer) Message Hostile&#039;&lt;br /&gt;
*&#039;(Multiplayer) Message Target&#039;&lt;br /&gt;
*&#039;(Multiplayer) Observer Zoom To Target&#039;&lt;br /&gt;
*&#039;(Multiplayer) Toggle Network info&#039;&lt;br /&gt;
*&#039;(Multiplayer) Self Destruct&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
===Custom Controls===&lt;br /&gt;
*&#039;Custom Control 1&#039;&lt;br /&gt;
*&#039;Custom Control 2&#039;&lt;br /&gt;
*&#039;Custom Control 3&#039;&lt;br /&gt;
*&#039;Custom Control 4&#039;&lt;br /&gt;
*&#039;Custom Control 5&#039;&lt;br /&gt;
These are empty controls for modders and/or scripters to use. They are disabled by default and no default index in [[strings.tbl]]. The default key binding is Shift-Alt (1-5) for Custom Control 1-5, respectively. To use these, create a new entry in [[Controlconfigdefaults.tbl]] and with the respective name. For example, &#039;&#039;&#039;$Bind Name: Custom Control 1&#039;&#039;&#039; for Custom Control 1. To change the string add a string entry to [[strings.tbl]] and specify that index in &#039;&#039;&#039;$Has XStr:&#039;&#039;&#039; for Custom Control 1. For example, if you add string 1570 for this key binding set &#039;&#039;&#039;$Has XStr: 1570&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The complete entry of this example would be:&lt;br /&gt;
* $Bind Name: Custom Control 1&lt;br /&gt;
* $Has XStr: 1570&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Allowed Keys==&lt;br /&gt;
*Not all keys are checked by FSO for key bindings, so some of these may not work.&lt;br /&gt;
*List coppied from controlsconfigcommon.cpp and edited to make readable.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*List of keys&lt;br /&gt;
:&#039;KEY_0&#039;&lt;br /&gt;
:&#039;KEY_1&#039;&lt;br /&gt;
:&#039;KEY_2&#039;&lt;br /&gt;
:&#039;KEY_3&#039;&lt;br /&gt;
:&#039;KEY_4&#039;&lt;br /&gt;
:&#039;KEY_5&#039;&lt;br /&gt;
:&#039;KEY_6&#039;&lt;br /&gt;
:&#039;KEY_7&#039;&lt;br /&gt;
:&#039;KEY_8&#039;&lt;br /&gt;
:&#039;KEY_9&#039;&lt;br /&gt;
:&#039;KEY_A&#039;&lt;br /&gt;
:&#039;KEY_B&#039;&lt;br /&gt;
:&#039;KEY_C&#039;&lt;br /&gt;
:&#039;KEY_D&#039;&lt;br /&gt;
:&#039;KEY_E&#039;&lt;br /&gt;
:&#039;KEY_F&#039;&lt;br /&gt;
:&#039;KEY_G&#039;&lt;br /&gt;
:&#039;KEY_H&#039;&lt;br /&gt;
:&#039;KEY_I&#039;&lt;br /&gt;
:&#039;KEY_J&#039;&lt;br /&gt;
:&#039;KEY_K&#039;&lt;br /&gt;
:&#039;KEY_L&#039;&lt;br /&gt;
:&#039;KEY_M&#039;&lt;br /&gt;
:&#039;KEY_N&#039;&lt;br /&gt;
:&#039;KEY_O&#039;&lt;br /&gt;
:&#039;KEY_P&#039;&lt;br /&gt;
:&#039;KEY_Q&#039;&lt;br /&gt;
:&#039;KEY_R&#039;&lt;br /&gt;
:&#039;KEY_S&#039;&lt;br /&gt;
:&#039;KEY_T&#039;&lt;br /&gt;
:&#039;KEY_U&#039;&lt;br /&gt;
:&#039;KEY_V&#039;&lt;br /&gt;
:&#039;KEY_W&#039;&lt;br /&gt;
:&#039;KEY_X&#039;&lt;br /&gt;
:&#039;KEY_Y&#039;&lt;br /&gt;
:&#039;KEY_Z&#039;&lt;br /&gt;
:&#039;KEY_MINUS&#039;&lt;br /&gt;
:&#039;KEY_EQUAL&#039;&lt;br /&gt;
:&#039;KEY_DIVIDE&#039;&lt;br /&gt;
:&#039;KEY_SLASH&#039;&lt;br /&gt;
:&#039;KEY_SLASH_UK&#039;&lt;br /&gt;
:&#039;KEY_COMMA&#039;&lt;br /&gt;
:&#039;KEY_PERIOD&#039;&lt;br /&gt;
:&#039;KEY_SEMICOL&#039;&lt;br /&gt;
:&#039;KEY_LBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_LAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_ESC&#039;&lt;br /&gt;
:&#039;KEY_ENTER&#039;&lt;br /&gt;
:&#039;KEY_BACKSP&#039;&lt;br /&gt;
:&#039;KEY_TAB&#039;&lt;br /&gt;
:&#039;KEY_SPACEBAR&#039;&lt;br /&gt;
:&#039;KEY_NUMLOCK&#039;&lt;br /&gt;
:&#039;KEY_SCROLLOCK&#039;&lt;br /&gt;
:&#039;KEY_CAPSLOCK&#039;&lt;br /&gt;
:&#039;KEY_LSHIFT&#039;&lt;br /&gt;
:&#039;KEY_RSHIFT&#039;&lt;br /&gt;
:&#039;KEY_LALT&#039;&lt;br /&gt;
:&#039;KEY_RALT&#039;&lt;br /&gt;
:&#039;KEY_LCTRL&#039;&lt;br /&gt;
:&#039;KEY_RCTRL&#039;&lt;br /&gt;
:&#039;KEY_F1&#039;&lt;br /&gt;
:&#039;KEY_F2&#039;&lt;br /&gt;
:&#039;KEY_F3&#039;&lt;br /&gt;
:&#039;KEY_F4&#039;&lt;br /&gt;
:&#039;KEY_F5&#039;&lt;br /&gt;
:&#039;KEY_F6&#039;&lt;br /&gt;
:&#039;KEY_F7&#039;&lt;br /&gt;
:&#039;KEY_F8&#039;&lt;br /&gt;
:&#039;KEY_F9&#039;&lt;br /&gt;
:&#039;KEY_F10&#039;&lt;br /&gt;
:&#039;KEY_F11&#039;&lt;br /&gt;
:&#039;KEY_F12&#039;&lt;br /&gt;
:&#039;KEY_PAD0&#039;&lt;br /&gt;
:&#039;KEY_PAD1&#039;&lt;br /&gt;
:&#039;KEY_PAD2&#039;&lt;br /&gt;
:&#039;KEY_PAD3&#039;&lt;br /&gt;
:&#039;KEY_PAD4&#039;&lt;br /&gt;
:&#039;KEY_PAD5&#039;&lt;br /&gt;
:&#039;KEY_PAD6&#039;&lt;br /&gt;
:&#039;KEY_PAD7&#039;&lt;br /&gt;
:&#039;KEY_PAD8&#039;&lt;br /&gt;
:&#039;KEY_PAD9&#039;&lt;br /&gt;
:&#039;KEY_PADMINUS&#039;&lt;br /&gt;
:&#039;KEY_PADPLUS&#039;&lt;br /&gt;
:&#039;KEY_PADPERIOD&#039;&lt;br /&gt;
:&#039;KEY_PADDIVIDE&#039;&lt;br /&gt;
:&#039;KEY_PADMULTIPLY&#039;&lt;br /&gt;
:&#039;KEY_PADENTER&#039;&lt;br /&gt;
:&#039;KEY_INSERT&#039;&lt;br /&gt;
:&#039;KEY_HOME&#039;&lt;br /&gt;
:&#039;KEY_PAGEUP&#039;&lt;br /&gt;
:&#039;KEY_DELETE&#039;&lt;br /&gt;
:&#039;KEY_END&#039;&lt;br /&gt;
:&#039;KEY_PAGEDOWN&#039;&lt;br /&gt;
:&#039;KEY_UP&#039;&lt;br /&gt;
:&#039;KEY_DOWN&#039;&lt;br /&gt;
:&#039;KEY_LEFT&#039;&lt;br /&gt;
:&#039;KEY_RIGHT&#039;&lt;br /&gt;
:&#039;KEY_PRINT_SCRN&#039;&lt;br /&gt;
:&#039;KEY_PAUSE&#039;&lt;br /&gt;
:&#039;KEY_BREAK&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=63094</id>
		<title>Controlconfigdefaults.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=63094"/>
		<updated>2021-02-13T20:43:20Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* $Name: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|7478}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;controlconfigdefaults.tbl&#039;&#039;&#039; can be used to modify the default key bindings in FSO.&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Begins with &#039;&#039;&#039;#ControlConfigOverride&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
*Only entries that you want to change are required.&lt;br /&gt;
*Entries not listed will be assigned to their default/hardcoded values.&lt;br /&gt;
{{Table371|&lt;br /&gt;
Multiple #ControlConfigOverride...#End blocks can be provided. In this case, each block defines a separate control config preset, and the &amp;quot;Defaults&amp;quot; button in the control config screen can be used to cycle through them. This can be used to provide multiple pre-defined control schemes for the player to choose from (or base their personal modifications on). If used, it&#039;s a good idea to also use [[Strings.tbl]] to change the &amp;quot;Defaults&amp;quot; text to for example &amp;quot;Cycle\nPresets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first given block is used as the &amp;quot;global&amp;quot; defaults, used for example when working with the key-pressed SEXP in FRED.}}&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The name of this control config preset, displayed at the top left corner of the control config screen when selected through the &amp;quot;Defaults&amp;quot; button.&lt;br /&gt;
* If not provided, the first preset is assumed to be overrides for the defaults, all subsequent presets will be &amp;lt;unnamed preset&amp;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;
==$Bind Name:==&lt;br /&gt;
*Name of the bind or action to modify the default key of.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#List of Bindings|List of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Key Default:===&lt;br /&gt;
*Key to set as default&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#Allowed Keys|Allowed Keys]]&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Joy Default:===&lt;br /&gt;
*Joystick button to set as default&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Key Mod Shift:===&lt;br /&gt;
*Sets the key to require the Shift key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
===$Key Mod Alt:===&lt;br /&gt;
&lt;br /&gt;
*Sets the key to require the Alt key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Key Mod Ctrl:===&lt;br /&gt;
*Sets the key to require the Ctrl key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Category:===&lt;br /&gt;
*Tab where the binding appears in the options menu.&lt;br /&gt;
*Valid entries:	TARGET_TAB, SHIP_TAB, WEAPON_TAB, COMPUTER_TAB&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Has XStr:===&lt;br /&gt;
*Whether or not the binding has an entry in [[strings.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
{{Table382|&lt;br /&gt;
Now the index within [[strings.tbl]] can also be specified, though the index must be &amp;gt; 1. For example, &#039;&#039;&#039;$Has XStr: 1570&#039;&#039;&#039; will use the string index 1570 instead of the default string index. &lt;br /&gt;
}}&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Type:===&lt;br /&gt;
Determines the type of control this is.&lt;br /&gt;
&lt;br /&gt;
Valid entries:&lt;br /&gt;
*CC_TYPE_TRIGGER&lt;br /&gt;
**Normal control that activates upon the first press. Resetting devices (such as weapons) will keep firing as long as the key/button is held down.&lt;br /&gt;
*CC_TYPE_CONTINUOUS&lt;br /&gt;
**Control that activates when the key/button is held down, and stays activated until the key/button is released. Ex: Afterburner key.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Disable:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines whether the binding can be used and appears in the options menu. Can be used to hide bindings which are not needed, or to enable bindings which are hidden by default.&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;
==Sample==&lt;br /&gt;
This example does the following...&lt;br /&gt;
*Sets Clear Escort List to Alt-Shift-Q&lt;br /&gt;
*Sets Target Target&#039;s Attacker to Ctrl-Alt-Shift-J, moves it to the Ship Tab, denotes it&#039;s type as a trigger and sets it to not have a XString&lt;br /&gt;
*Sets Transfer Energy from Shield to Laser to R&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#ControlConfigOverride&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Clear Escort List&lt;br /&gt;
$Key Default:		KEY_Q&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Target Target&#039;s Nearest Attacker&lt;br /&gt;
$Key Default:		KEY_J&lt;br /&gt;
$Key Mod Shift:		1&lt;br /&gt;
$Key Mod Alt:		1&lt;br /&gt;
$Key Mod Ctrl:		1&lt;br /&gt;
$Category:		SHIP_TAB&lt;br /&gt;
$Has XStr:		0&lt;br /&gt;
$TYPE:			CC_TYPE_TRIGGER&lt;br /&gt;
&lt;br /&gt;
$Bind Name:		Transfer Energy Shield-&amp;gt;Laser&lt;br /&gt;
$Key Default:		KEY_R&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==List of Bindings==&lt;br /&gt;
*This is a list of all possible bindings that can be modified.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*These bindings are case-sensitive&lt;br /&gt;
&lt;br /&gt;
===Targeting Ships and Objects===&lt;br /&gt;
*&#039;Target Next Ship&#039;&lt;br /&gt;
*&#039;Target Previous Ship&#039;&lt;br /&gt;
*&#039;Target Next Closest Hostile Ship&#039;&lt;br /&gt;
*&#039;Target Previous Closest Hostile Ship&#039;&lt;br /&gt;
*&#039;Target Next Closest Friendly Ship&#039;&lt;br /&gt;
*&#039;Target Previous Closest Friendly Ship&#039;&lt;br /&gt;
*&#039;Target Ship in Reticle&#039;&lt;br /&gt;
*&#039;Target Target&#039;s Nearest Attacker&#039;&lt;br /&gt;
*&#039;Target Last Ship to Send Transmission&#039;&lt;br /&gt;
*&#039;Turn Off Targeting&#039;&lt;br /&gt;
*&#039;Target Closest Attacking Ship&#039;&lt;br /&gt;
*&#039;Target Next Escort Ship&#039;&lt;br /&gt;
*&#039;Target Closest Repair Ship&#039;&lt;br /&gt;
*&#039;Target Next Uninspected Cargo&#039;&lt;br /&gt;
*&#039;Target Previous Uninspected Cargo&#039;&lt;br /&gt;
*&#039;Target Newest Ship in Area&#039;&lt;br /&gt;
*&#039;Target Target&#039;s Target&#039;&lt;br /&gt;
*&#039;Target Next Hostile Bomb or Bomber&#039;&lt;br /&gt;
*&#039;Target Previous Hostile Bomb or Bomber&#039;&lt;br /&gt;
&lt;br /&gt;
===Targeting Subsystems and Turrets===&lt;br /&gt;
*&#039;Target Subsystem in Reticle&#039;&lt;br /&gt;
*&#039;Target Next Subsystem&#039;&lt;br /&gt;
*&#039;Target Previous Subsystem&#039;&lt;br /&gt;
*&#039;Turn Off Targeting of Subsystems&#039;&lt;br /&gt;
*&#039;Target Next Live Turret&#039;&lt;br /&gt;
*&#039;Target Previous Live Turret&#039;&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*&#039;Fire Primary Weapon&#039;&lt;br /&gt;
*&#039;Fire Secondary Weapon&#039;&lt;br /&gt;
*&#039;Cycle Forward Primary Weapon&#039;&lt;br /&gt;
*&#039;Cycle Backward Primary Weapon&#039;&lt;br /&gt;
*&#039;Cycle Secondary Weapon Bank&#039;&lt;br /&gt;
*&#039;Cycle Secondary Weapon Firing Rate&#039;&lt;br /&gt;
*&#039;Launch Countermeasure&#039;&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
*&#039;Forward Thrust&#039;&lt;br /&gt;
*&#039;Reverse Thrust&#039;&lt;br /&gt;
*&#039;Bank Left&#039;&lt;br /&gt;
*&#039;Bank Right&#039;&lt;br /&gt;
*&#039;Pitch Forward&#039;&lt;br /&gt;
*&#039;Pitch Backward&#039;&lt;br /&gt;
*&#039;Turn Left&#039;&lt;br /&gt;
*&#039;Turn Right&#039;&lt;br /&gt;
*&#039;Right Thrust&#039;&lt;br /&gt;
*&#039;Left Thrust&#039;&lt;br /&gt;
*&#039;Up Thrust&#039;&lt;br /&gt;
*&#039;Down Thrust&#039;&lt;br /&gt;
*&#039;Afterburner&#039;&lt;br /&gt;
*&#039;Glide When Pressed&#039;&lt;br /&gt;
*&#039;Bank When Pressed&#039;&lt;br /&gt;
*&#039;Match Target Speed&#039;&lt;br /&gt;
&lt;br /&gt;
===Throttle Control===&lt;br /&gt;
*&#039;Set Throttle to Zero&#039;&lt;br /&gt;
*&#039;Set Throttle to Max&#039;&lt;br /&gt;
*&#039;Set Throttle to One-Third&#039;&lt;br /&gt;
*&#039;Set Throttle to Two-Thirds&#039;&lt;br /&gt;
*&#039;Increase Throttle 5 Percent&#039;&lt;br /&gt;
*&#039;Decrease Throttle 5 Percent&#039;&lt;br /&gt;
&lt;br /&gt;
===HUD Controls===&lt;br /&gt;
*&#039;Toggle High HUD Contrast&#039;&lt;br /&gt;
*&#039;Toggle HUD&#039;&lt;br /&gt;
*&#039;Toggle HUD Wireframe Target View&#039;&lt;br /&gt;
*&#039;Cycle Radar Range&#039;&lt;br /&gt;
*&#039;Communications Menu&#039;&lt;br /&gt;
*&#039;Show Nav Map&lt;br /&gt;
*&#039;Add or Remove Escort&#039;&lt;br /&gt;
*&#039;Clear Escort List&#039;&lt;br /&gt;
&lt;br /&gt;
===Squadmate Messaging===&lt;br /&gt;
*&#039;Attack My Target&#039;&lt;br /&gt;
*&#039;Disarm My Target&#039;&lt;br /&gt;
*&#039;Disable My Target&#039;&lt;br /&gt;
*&#039;Attack My Subsystem&#039;&lt;br /&gt;
*&#039;Capture My Target&#039;&lt;br /&gt;
*&#039;Engage Enemy&#039;&lt;br /&gt;
*&#039;Form on My Wing&#039;&lt;br /&gt;
*&#039;Ignore My Target&#039;&lt;br /&gt;
*&#039;Protect My Target&#039;&lt;br /&gt;
*&#039;Cover Me&#039;&lt;br /&gt;
*&#039;Return to Base&#039;&lt;br /&gt;
*&#039;Rearm Me&#039;&lt;br /&gt;
&lt;br /&gt;
===Views===&lt;br /&gt;
*&#039;Chase View&#039;&lt;br /&gt;
*&#039;External View&#039;&lt;br /&gt;
*&#039;Toggle External Camera Lock&#039;&lt;br /&gt;
*&#039;Free Look View&#039;&lt;br /&gt;
*&#039;Current Target View&#039;&lt;br /&gt;
*&#039;Increase View Distance&#039;&lt;br /&gt;
*&#039;Decrease View Distance&#039;&lt;br /&gt;
*&#039;Center View&#039;&lt;br /&gt;
*&#039;View Up&#039;&lt;br /&gt;
*&#039;View Rear&#039;&lt;br /&gt;
*&#039;View Left&#039;&lt;br /&gt;
*&#039;View Right&lt;br /&gt;
*&#039;Top-Down View&#039;&lt;br /&gt;
*&#039;Target Padlock View&#039;&lt;br /&gt;
&lt;br /&gt;
===ETS and Shields===&lt;br /&gt;
*&#039;Increase Weapon Energy&#039;&lt;br /&gt;
*&#039;Decrease Weapon Energy&#039;&lt;br /&gt;
*&#039;Increase Shield Energy&#039;&lt;br /&gt;
*&#039;Decrease Shield Energy&#039;&lt;br /&gt;
*&#039;Increase Engine Energy&#039;&lt;br /&gt;
*&#039;Decrease Engine Energy&#039;&lt;br /&gt;
*&#039;Equalize Energy Settings&#039;&lt;br /&gt;
*&#039;Equalize Shields&#039;&lt;br /&gt;
*&#039;Augment Forward Shield&#039;&lt;br /&gt;
*&#039;Augment Rear Shield&#039;&lt;br /&gt;
*&#039;Augment Left Shield&#039;&lt;br /&gt;
*&#039;Augment Right Shield&#039;&lt;br /&gt;
*&#039;Transfer Energy Laser-&amp;gt;Shield&#039;&lt;br /&gt;
*&#039;Transfer Energy Shield-&amp;gt;Laser&#039;&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
*&#039;Enter Subspace (End Mission)&#039;&lt;br /&gt;
*&#039;Increase Time Compression&#039;&lt;br /&gt;
*&#039;Decrease Time Compression&#039;&lt;br /&gt;
*&#039;Toggle Auto Pilot&#039;&lt;br /&gt;
*&#039;Cycle Nav Points&#039;&lt;br /&gt;
*&#039;Toggle Gliding&#039;&lt;br /&gt;
*&#039;Toggle Auto Speed Matching&#039;&lt;br /&gt;
*&#039;Toggle Auto Targeting&#039;&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Only===&lt;br /&gt;
*&#039;(Multiplayer) Message All&#039;&lt;br /&gt;
*&#039;(Multiplayer) Message Friendly&#039;&lt;br /&gt;
*&#039;(Multiplayer) Message Hostile&#039;&lt;br /&gt;
*&#039;(Multiplayer) Message Target&#039;&lt;br /&gt;
*&#039;(Multiplayer) Observer Zoom To Target&#039;&lt;br /&gt;
*&#039;(Multiplayer) Toggle Network info&#039;&lt;br /&gt;
*&#039;(Multiplayer) Self Destruct&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
===Custom Controls===&lt;br /&gt;
*&#039;Custom Control 1&#039;&lt;br /&gt;
*&#039;Custom Control 2&#039;&lt;br /&gt;
*&#039;Custom Control 3&#039;&lt;br /&gt;
*&#039;Custom Control 4&#039;&lt;br /&gt;
*&#039;Custom Control 5&#039;&lt;br /&gt;
These are empty controls for modders and/or scripters to use. They are disabled by default and no default index in [[strings.tbl]]. The default key binding is Shift-Alt (1-5) for Custom Control 1-5, respectively. To use these, create a new entry in [[Controlconfigdefaults.tbl]] and with the respective name. For example, &#039;&#039;&#039;$Bind Name: Custom Control 1&#039;&#039;&#039; for Custom Control 1. To change the string add a string entry to [[strings.tbl]] and specify that index in &#039;&#039;&#039;$Has XStr:&#039;&#039;&#039; for Custom Control 1. For example, if you add string 1570 for this key binding set &#039;&#039;&#039;$Has XStr: 1570&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The complete entry of this example would be:&lt;br /&gt;
* $Bind Name: Custom Control 1&lt;br /&gt;
* $Has XStr: 1570&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Allowed Keys==&lt;br /&gt;
*Not all keys are checked by FSO for key bindings, so some of these may not work.&lt;br /&gt;
*List coppied from controlsconfigcommon.cpp and edited to make readable.&lt;br /&gt;
*Must use the string below (without quotes).&lt;br /&gt;
*List of keys&lt;br /&gt;
:&#039;KEY_0&#039;&lt;br /&gt;
:&#039;KEY_1&#039;&lt;br /&gt;
:&#039;KEY_2&#039;&lt;br /&gt;
:&#039;KEY_3&#039;&lt;br /&gt;
:&#039;KEY_4&#039;&lt;br /&gt;
:&#039;KEY_5&#039;&lt;br /&gt;
:&#039;KEY_6&#039;&lt;br /&gt;
:&#039;KEY_7&#039;&lt;br /&gt;
:&#039;KEY_8&#039;&lt;br /&gt;
:&#039;KEY_9&#039;&lt;br /&gt;
:&#039;KEY_A&#039;&lt;br /&gt;
:&#039;KEY_B&#039;&lt;br /&gt;
:&#039;KEY_C&#039;&lt;br /&gt;
:&#039;KEY_D&#039;&lt;br /&gt;
:&#039;KEY_E&#039;&lt;br /&gt;
:&#039;KEY_F&#039;&lt;br /&gt;
:&#039;KEY_G&#039;&lt;br /&gt;
:&#039;KEY_H&#039;&lt;br /&gt;
:&#039;KEY_I&#039;&lt;br /&gt;
:&#039;KEY_J&#039;&lt;br /&gt;
:&#039;KEY_K&#039;&lt;br /&gt;
:&#039;KEY_L&#039;&lt;br /&gt;
:&#039;KEY_M&#039;&lt;br /&gt;
:&#039;KEY_N&#039;&lt;br /&gt;
:&#039;KEY_O&#039;&lt;br /&gt;
:&#039;KEY_P&#039;&lt;br /&gt;
:&#039;KEY_Q&#039;&lt;br /&gt;
:&#039;KEY_R&#039;&lt;br /&gt;
:&#039;KEY_S&#039;&lt;br /&gt;
:&#039;KEY_T&#039;&lt;br /&gt;
:&#039;KEY_U&#039;&lt;br /&gt;
:&#039;KEY_V&#039;&lt;br /&gt;
:&#039;KEY_W&#039;&lt;br /&gt;
:&#039;KEY_X&#039;&lt;br /&gt;
:&#039;KEY_Y&#039;&lt;br /&gt;
:&#039;KEY_Z&#039;&lt;br /&gt;
:&#039;KEY_MINUS&#039;&lt;br /&gt;
:&#039;KEY_EQUAL&#039;&lt;br /&gt;
:&#039;KEY_DIVIDE&#039;&lt;br /&gt;
:&#039;KEY_SLASH&#039;&lt;br /&gt;
:&#039;KEY_SLASH_UK&#039;&lt;br /&gt;
:&#039;KEY_COMMA&#039;&lt;br /&gt;
:&#039;KEY_PERIOD&#039;&lt;br /&gt;
:&#039;KEY_SEMICOL&#039;&lt;br /&gt;
:&#039;KEY_LBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RBRACKET&#039;&lt;br /&gt;
:&#039;KEY_RAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_LAPOSTRO&#039;&lt;br /&gt;
:&#039;KEY_ESC&#039;&lt;br /&gt;
:&#039;KEY_ENTER&#039;&lt;br /&gt;
:&#039;KEY_BACKSP&#039;&lt;br /&gt;
:&#039;KEY_TAB&#039;&lt;br /&gt;
:&#039;KEY_SPACEBAR&#039;&lt;br /&gt;
:&#039;KEY_NUMLOCK&#039;&lt;br /&gt;
:&#039;KEY_SCROLLOCK&#039;&lt;br /&gt;
:&#039;KEY_CAPSLOCK&#039;&lt;br /&gt;
:&#039;KEY_LSHIFT&#039;&lt;br /&gt;
:&#039;KEY_RSHIFT&#039;&lt;br /&gt;
:&#039;KEY_LALT&#039;&lt;br /&gt;
:&#039;KEY_RALT&#039;&lt;br /&gt;
:&#039;KEY_LCTRL&#039;&lt;br /&gt;
:&#039;KEY_RCTRL&#039;&lt;br /&gt;
:&#039;KEY_F1&#039;&lt;br /&gt;
:&#039;KEY_F2&#039;&lt;br /&gt;
:&#039;KEY_F3&#039;&lt;br /&gt;
:&#039;KEY_F4&#039;&lt;br /&gt;
:&#039;KEY_F5&#039;&lt;br /&gt;
:&#039;KEY_F6&#039;&lt;br /&gt;
:&#039;KEY_F7&#039;&lt;br /&gt;
:&#039;KEY_F8&#039;&lt;br /&gt;
:&#039;KEY_F9&#039;&lt;br /&gt;
:&#039;KEY_F10&#039;&lt;br /&gt;
:&#039;KEY_F11&#039;&lt;br /&gt;
:&#039;KEY_F12&#039;&lt;br /&gt;
:&#039;KEY_PAD0&#039;&lt;br /&gt;
:&#039;KEY_PAD1&#039;&lt;br /&gt;
:&#039;KEY_PAD2&#039;&lt;br /&gt;
:&#039;KEY_PAD3&#039;&lt;br /&gt;
:&#039;KEY_PAD4&#039;&lt;br /&gt;
:&#039;KEY_PAD5&#039;&lt;br /&gt;
:&#039;KEY_PAD6&#039;&lt;br /&gt;
:&#039;KEY_PAD7&#039;&lt;br /&gt;
:&#039;KEY_PAD8&#039;&lt;br /&gt;
:&#039;KEY_PAD9&#039;&lt;br /&gt;
:&#039;KEY_PADMINUS&#039;&lt;br /&gt;
:&#039;KEY_PADPLUS&#039;&lt;br /&gt;
:&#039;KEY_PADPERIOD&#039;&lt;br /&gt;
:&#039;KEY_PADDIVIDE&#039;&lt;br /&gt;
:&#039;KEY_PADMULTIPLY&#039;&lt;br /&gt;
:&#039;KEY_PADENTER&#039;&lt;br /&gt;
:&#039;KEY_INSERT&#039;&lt;br /&gt;
:&#039;KEY_HOME&#039;&lt;br /&gt;
:&#039;KEY_PAGEUP&#039;&lt;br /&gt;
:&#039;KEY_DELETE&#039;&lt;br /&gt;
:&#039;KEY_END&#039;&lt;br /&gt;
:&#039;KEY_PAGEDOWN&#039;&lt;br /&gt;
:&#039;KEY_UP&#039;&lt;br /&gt;
:&#039;KEY_DOWN&#039;&lt;br /&gt;
:&#039;KEY_LEFT&#039;&lt;br /&gt;
:&#039;KEY_RIGHT&#039;&lt;br /&gt;
:&#039;KEY_PRINT_SCRN&#039;&lt;br /&gt;
:&#039;KEY_PAUSE&#039;&lt;br /&gt;
:&#039;KEY_BREAK&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=62902</id>
		<title>Hud gauges.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=62902"/>
		<updated>2020-12-18T00:46:14Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* +Radar: */ Add N-gon stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP table}}&lt;br /&gt;
{{TableVersionGit|2016-09-14|f9bc01c}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;hud_gauges.tbl&#039;&#039;&#039; is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).&lt;br /&gt;
&lt;br /&gt;
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm&lt;br /&gt;
&lt;br /&gt;
==HUD Configurations==&lt;br /&gt;
The following entries are used on the HUD system, but have not been grouped with any particular gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Load Retail Configuration:===&lt;br /&gt;
Optional. If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.&lt;br /&gt;
&lt;br /&gt;
If no, any missing (default) gauge will prompt an error.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Color:===&lt;br /&gt;
Optional. Sets the default HUD color for all gauges.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; Red, &#039;&#039;&#039;Integer&#039;&#039;&#039; Green, &#039;&#039;&#039;Integer&#039;&#039;&#039; Blue)&lt;br /&gt;
*Valid Values: all values from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Font:===&lt;br /&gt;
Optional. Sets the font type to use for the HUD. This can either be a string or a number. A string references a font with a specific name while a number references a font with a specific index in the fonts table. The number option is deprecated and is only there for backwards-compatibility. Use the name if possible.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;Integer&#039;&#039;&#039; font index number&lt;br /&gt;
*Valid Values: Any name or font index as defined in [[Fonts.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Only:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Sets gauges to be displayed only in Chase View.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Directives:===&lt;br /&gt;
Optional. Sets the default maximum number of directives displayed simultaneously.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; maximum number of directives&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Value: &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Escort Ships:===&lt;br /&gt;
Optional. Sets the default maximum number of escort ships to be shown in the escort list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
{{Warning|&lt;br /&gt;
Entries more than 16 will cause the list to overflow into the weapons list for resolutions lower than 1024x768.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length Unit Multiplier:===&lt;br /&gt;
Optional. Sets the multiplier to applied to the reported distances. For example, if the multiplier is 0.5, then the distance reported to the player will (or at least should) be 0.5 x actual distance.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Speed Unit Multiplier:===&lt;br /&gt;
Optional. Analogous to [[Hud_gauges.tbl#$Length Unit Multiplier:|$Length Unit Multiplier]], this sets the multiplier to be applied to all speeds reported to the player. For example, if the multiplier is 0.5, the the speed reported to the player will (or at least should) be 0.5 x actual speed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Values:&lt;br /&gt;
:&#039;&#039;&#039;The value used in $Length Unit Multiplier&#039;&#039;&#039;, or&lt;br /&gt;
:&#039;&#039;&#039;1&#039;&#039;&#039;, if $Length Unit Multiplier is undefined&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Wireframe Targetbox:===&lt;br /&gt;
Optional. Defines the default draw method for the target viewer (a.k.a. targetbox).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; Draw method ID&lt;br /&gt;
*Valid Values:&lt;br /&gt;
::&#039;&#039;&#039;0&#039;&#039;&#039; - Standard with full, bright lighting&lt;br /&gt;
::&#039;&#039;&#039;1&#039;&#039;&#039; - Wireframe&lt;br /&gt;
::&#039;&#039;&#039;2&#039;&#039;&#039; - Standard with proper lighting (i.e. lit the same as the actual target)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
::&#039;&#039;&#039;3&#039;&#039;&#039; - Untextured with full bright lighting (i.e. drawn with a single flat color)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Targetbox Shader Effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Optional. If set, defines a unique ID for a shader effect to be used when rendering a ship for the targeting box. The ID will be passed to the main shader as in [[Post_processing.tbl##Ship_Effects|#Ship_Effects]], but a table entry for the effect is not needed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lock Wireframe Mode:===&lt;br /&gt;
Optional. If set, prevents targetbox draw method from being changed during the gaming session.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, all gauges will use this value as the default for scaling individual gauge sizes (i.e. doesn&#039;t affect gauges that use Position:, and doesn&#039;t affect the values of Offset:.  In addition, if &amp;quot;$Load Retail Configuration:&amp;quot; is true then all unspecified retail gauges will use this value.&lt;br /&gt;
&lt;br /&gt;
If not set, defaults to yes. &lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Reticle Style:===&lt;br /&gt;
Optional. Defines which aiming reticle to use.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: &lt;br /&gt;
:&#039;&#039;&#039;FS1&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1_fs1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;FS2&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==#Gauge Config==&lt;br /&gt;
The following entries define default gauge appearance and behavior. Each gauge has the option of overriding these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
Deprecated and superceded by $Ships in FSO revision 9208. If defined, the following config data will only be used if the player ship is of the supplied ship class. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, ship class name&lt;br /&gt;
&lt;br /&gt;
===$Ships:===&lt;br /&gt;
Optional. Can be used to define a list of ships the hud definition that follows will be applied to. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*`Syntax: &#039;&#039;&#039;( &amp;quot;Class name 1&amp;quot; &amp;quot;Class name 2&amp;quot; )&#039;&#039;&#039;, ship class names formatted like a flag list.&lt;br /&gt;
&lt;br /&gt;
====$Load Retail Configuration:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Load Retail Configuration: 1|$Load Retail Configuration]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Color:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Color: 1|$Color]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Font:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Font: 1|$Font]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Chase View Only:====&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base:===&lt;br /&gt;
Required. Defines the base resolution for this HUD configuration, upon which other gauge options (such as [[Hud_gauges.tbl#Position:|Position:]] / [[Hud_gauges.tbl#Origin:|Origin:]] / [[Hud_gauges.tbl#Offset:|Offset:]]) will use as its coordinate system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, will configure gauges Scaling behaviour for gauges in this #Gauge Config section. i.e. overriding the default, or the value specified at the top of the file.  Individual gauges can override this setting.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Required Aspect:===&lt;br /&gt;
Optional. If set, this configuration will only be loaded for the specified aspect ratios.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
:&amp;quot;Full Screen&amp;quot; (4:3, aspect ratio &amp;lt; 1.5)&lt;br /&gt;
:&amp;quot;Wide Screen&amp;quot; (16:9, 16:10, or similar, aspect ratio &amp;gt;= 1.5)&lt;br /&gt;
&lt;br /&gt;
===$Min:===&lt;br /&gt;
Optional. Minimum resolution for this config. Any resolution lower than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Max:===&lt;br /&gt;
Optional. Maximum resolution for this config.  Any resolution higher than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Gauges:===&lt;br /&gt;
Following entries define gauge-specific behavior. For the most part, each gauge has its own overrides that, if not defined, would otherwise use the global values.&lt;br /&gt;
&lt;br /&gt;
Since many gauges have the same configuration options, each gauge entry has a list of valid sub-entries. Unless stated otherwise, these options must be defined in the same order as they are shown, starting from the top and ending at the bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Custom:====&lt;br /&gt;
Adds a custom gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Text:|Text:]]&lt;br /&gt;
:[[Hud_gauges.tbl#X Offset:|X Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Y Offset:|Y Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Type:|Gauge Type:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Active by default:|Active by default:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
{{table381|&lt;br /&gt;
====+Scripted Gauge:====&lt;br /&gt;
Adds a scripted gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Messages:==== &lt;br /&gt;
Adds a gauge that display mission messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Lines:|Max Lines:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Width:|Max Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Height:|Line Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Total Lifetime:|Total Lifetime:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Scroll Time:|Scroll Time]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Step Size:|Step Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hidden By Comms Menu:|Hidden By Comms Menu:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Training Messages:==== &lt;br /&gt;
Adds a text box, like the ones seen in the FS1 and FS2 training missions.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Support:====&lt;br /&gt;
Adds a text box that shows the Support ship&#039;s status and ETA&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Y-offset:|Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Status X-offset:|Dock Status X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Time X-offset:|Dock Time X-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Damage:==== &lt;br /&gt;
Adds a gauge that shows how much damage a target (or the player?) has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Offsets:|Hull Integrity Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Value X-offset:|Hull Integrity Value X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Height:|Subsystem Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem List Start Offsets:|Subsystem List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Value X-offset:|Subsystem Entry Value X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Wingman Status:==== &lt;br /&gt;
Adds a gauge that monitors the status of your wing and squadron.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional) (needs an animation with two frames, 1st is for alive wingmen, 2nd is for dead or missing wingmen)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
[[Hud_gauges.tbl#Fixed Header Position:|Fixed Header Position:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Size:|First Background Size:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Size:|Entry Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Offset:|Right Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Offset:|Last Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Single Wing Offsets:|Single Wing Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Multiple Wing Start Offsets:|Multiple Wing Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Wing Name Offsets:|Wing Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Offsets:|Dot Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Expansion Mode:|Expansion Mode:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Auto Speed:==== &lt;br /&gt;
Adds the Auto-Speed mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 4 frames, 3rd is without auto-match-speed enabled, 4th is with... and frames 0 &amp;amp; 1 are not used, done this way because retail fs2 uses the same animation file for the auto speed &amp;amp; auto targeting gauges)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Target:==== &lt;br /&gt;
Adds the Auto-target mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 2 frames, 1st is without auto-targeting enabled, 2nd is with)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Offsets:|Target Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Countermeasures:==== &lt;br /&gt;
Adds a gauge that monitors the amount of remaining countermeasures the player&#039;s ship currently has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Talking Head:==== &lt;br /&gt;
Adds a video window to display pilot message videos (a.k.a talking heads).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Offsets:|Animation Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Background Size:|Animation Background Size:]] (Deprecated)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Size:|Animation Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Directives:==== &lt;br /&gt;
Adds a gauge that displays all currently active directives (includes current , completed, and failed)&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Line Width:|Max Line Width:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Weapons:==== &lt;br /&gt;
Adds a weapon status and ammunition gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary BackgroundX-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Frame Height:|Top Primary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Secondary Frame Height:|Top Secondary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Start Y-offset:|Primary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Start Y-offset:|Secondary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Ammo X-offset:|Primary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Link X-offset:|Primary Weapon Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Name X-offset:|Primary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Ammo X-offset:|Secondary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Linked X-offset:|Secondary Weapon Linked X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Name X-offset:|Secondary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Reload X-offset:|Secondary Weapon Reload X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Entry Height:|Primary Weapon Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Entry Height:|Secondary Weapon Entry Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Objective notify:====&lt;br /&gt;
Adds a Objective notifier gauge. This gauge alerts the player when receiving a new objective, or when an objective has been completed or failed. Additionally, this gauge alerts the player when entering subspace, and when a Red Alert mission orders are being received (prior to a forced subspace jump).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Text Y-offset:|Objective Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Value Y-offset:|Objective Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Text Y-offset:|Subspace Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Value Y-offset:|Subspace Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Text Y-offset:|Red Alert Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Value Y-offset:|Red Alert Value Y-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Squad Message====&lt;br /&gt;
Adds the squad message gauge. In FS1 and FS2, this gauge is used to send commands to your squad. (?)&lt;br /&gt;
&lt;br /&gt;
*Valid sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]  (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset|Bottom Background Offset]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Command X-offset:|Command X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Up Offsets:|Page Up Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Down Offsets:|Page Down Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Lag:==== &lt;br /&gt;
Adds a Lag gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Mini Target Shields:====&lt;br /&gt;
Adds a mini Target shields gauge. In FS1 and FS2, the Mini Target Shield gauge is the one right below the center reticle, and shows the hull damage in %&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (animation needs 8 frames; 0-&amp;gt;3 are the top, right, bottom &amp;amp; left shield quads; 4-&amp;gt;7 are the same except brighter for when the quad is flashing from being hit)&lt;br /&gt;
:[[Hud_gauges.tbl#3 Digit Hull Offsets:|3 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#2 Digit Hull Offsets:|2 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#1 Digit Hull Offsets:|1 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Player Shields:==== &lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the player&#039;s craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Shields:====&lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the targeted craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Escort View:====&lt;br /&gt;
Adds an escort monitor/view gauge. This gauge monitors the status of all ships assigned to the player to escort.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Stagger Width:|Entry Stagger Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull X-offset:|Hull X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status X-offset:|Status X-offset]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Ship Name Max Width:|Ship Name Max Width:]] (Optional)}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Right-Align Ship Names:|Right-Align Ship Names:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Mission Time:==== &lt;br /&gt;
Adds a gauge that displays the current mission time.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+ETS Retail:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Draws the three other ETS gauges as a single gauge.  Will automatically rearrange itself (like retail) if shields or other systems are missing.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Offset:|Gauge Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+ETS Weapons:====&lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the energy weapons.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Engines:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the afterburner/engines.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Shields:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the shields.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Monitor:==== &lt;br /&gt;
Adds a target monitor gauge that shows the targeted ship&#039;s relative orientation and hull strength, among other things.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional) (needs animation with 2 frames, 1st is the background for the target, 2nd is the border; rendered last)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Alpha Mask Filename:|Monitor Alpha Mask Filename:]] (Optional) (needs animation with a single frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional) (needs animation with 2 frames, 1st is a zero/dark filled bar, 2nd is a max/bright filled bar)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Offsets:|Viewport Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Size:|Viewport Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Offsets:|Integrity Bar Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Foreground Clip Height:|Integrity Bar Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status Offsets:|Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Class Offsets:|Class Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Distance Offsets:|Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Offsets:|Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Contents Offsets:|Cargo Contents Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Start Offsets:|Cargo Scan Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Size:|Cargo Scan Size:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Name Offsets:|Subsystem Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Integrity Offsets:|Subsystem Integrity Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Disabled Status Offsets:|Disabled Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Desaturate:|Desaturate:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Extra Target Data:====&lt;br /&gt;
Adds a gauge that displays &amp;quot;extra&amp;quot; target data, such as its current orders and docking status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 1 frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bracket Offsets:|Bracket Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Max Width:|Dock Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Order Max Width:|Order Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar:====&lt;br /&gt;
Adds a standard radar gauge&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
{{table190|&lt;br /&gt;
:[[Hud_gauges.tbl#N-gon Sides:|N-gon Sides:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#N-gon Sides:|N-gon Offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar Orb:====&lt;br /&gt;
Adds a 3D orb radar gauge&lt;br /&gt;
 &lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used) &lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar BSG:==== &lt;br /&gt;
Adds a BSG style radar (a.k.a DRADIS).&lt;br /&gt;
&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XY Disc Filename:|XY Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XZ YZ Disc Filename:|XZ YZ Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Sweep Disc Filename:|Sweep Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Default Contact Filename:|Default Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unknown Contact Filename:|Unknown Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Loop Volume:|Loop Volume:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Minimum Beep Delay:|Minimum Beep Delay]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Afterburner Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining afterburner energy. Note that it only supports a vertical fill.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, the 1st is the bar lit for zero energy, the 2nd is the bar lit for max energy)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining weapon energy. Note that it only supports a vertical fill. &lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 4 frames, the 3rd is the bar lit for zero energy, the 2nd is the bar lit for max energy, frames 1 &amp;amp; 2 are not used)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Text Alignment:|Text Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Always Show Text:|Always Show Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Follows:|Text Follows:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Ballistic Ammo:|Show Ballistic Ammo:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Offsets:|Armed Guns List Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Alignment:|Armed Guns List Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Entry Height:|Armed Guns List Entry Height:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Text Warnings:==== &lt;br /&gt;
Adds a gauge that warns the player (current warnings are EMP, Launch, Evaded, Collision, Blast &amp;amp; Engine Wash).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Center Reticle:==== &lt;br /&gt;
Adds a &amp;quot;custom&amp;quot; center reticle.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint display:|Firepoint display:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint size:|Firepoint size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint X coordinate multiplier:|Firepoint X coordinate multiplier:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint Y coordinate multiplier:|Firepoint Y coordinate multiplier:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Throttle:====&lt;br /&gt;
Adds a gauge that shows the current throttle position.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Bottom Y-offset:|Foreground Clip Bottom Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Width:|Foreground Clip Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Background:|Show Background:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Speed Label Offsets:|Max Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Max Speed Label:|Show Max Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Min Speed Label:|Show Min Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Center Offsets:|Orbit Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Radius:|Orbit Radius:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Current Speed Offsets:|Current Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Speed Offsets:|Target Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Percentage:|Show Percentage:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Glide Status Offsets:|Glide Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Match Speed Status Offsets:|Match Speed Status Offsets:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Threat Indicator:==== &lt;br /&gt;
Adds a gauge that indicates when a lock-on has been achieved by an attacker, and if the player is being shot at.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Filename:|Dumbfire Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Offsets:|Dumbfire Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Offsets:|Lock Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Multiplayer Messages:====&lt;br /&gt;
Adds a gauge that displays the multiplayer messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Voice Status:====&lt;br /&gt;
Adds a gauge that displays the voice status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Ping:====&lt;br /&gt;
Adds a gauge that the ping time to the multiplayer server.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Supernova:====&lt;br /&gt;
Adds a gauge that warns the player of an impending supernova shock wave.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lock Indicator:====&lt;br /&gt;
Adds a Lock Indicator gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Filename:|Locked Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Center Offsets:|Lock Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Center Offsets:|Locked Center Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Offscreen Indicator:====&lt;br /&gt;
Adds an Offscreen Indicator.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Brackets:====&lt;br /&gt;
Adds a Target Bracket gauge. This is drawn around current target(s) and talkers.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Hostile Triangle:====&lt;br /&gt;
Adds a gauge that points to the nearest attacker, if it is off-screen and is not currently targeted.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Triangle:====&lt;br /&gt;
Adds a gauge that points to the targeted craft, if it is currently off-screen.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Missile Triangles:====&lt;br /&gt;
Adds a gauge that is used during attempting to lock onto a target when using an aspect seeking missile.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Indicator:====&lt;br /&gt;
Adds a gauge that leads (is in front) of the target.  Aim your crosshairs at this indicator to increase probability of hitting the target.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0: Secondaries lead indicator (Dumbfire)&lt;br /&gt;
::Frame #1: Secondaries lead indicator (Homing)&lt;br /&gt;
::Frame #2: Primaries lead indicator&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Orientation Tee:====&lt;br /&gt;
Adds a gauge that indicates the targeted craft&#039;s orientation in relation to the player&#039;s craft.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Sight:====&lt;br /&gt;
Adds a gauge that lags (is behind) the target.  Indicates where your shots will end up relative to the target&#039;s position.  To score a hit, this gauge should be over the target.  Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0 is used for secondaries&lt;br /&gt;
::* If only one frame is found in the file, then it is used for primaries instead&lt;br /&gt;
::Frame #1 is used for primaries&lt;br /&gt;
&lt;br /&gt;
====+Kills:====&lt;br /&gt;
Adds a gauge that keeps track of how many kills the player has scored during a mission.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Linking:====&lt;br /&gt;
Adds a gauge that indicates the selected weapons and their firing rates.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Filename:|Single Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Filename:|Double Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Filename:|Single Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Filename:|Double Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Filename:|Triple Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Offsets:|Single Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Offsets:|Double Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Offsets:|Single Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Offsets:|Double Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Offsets:|Triple Secondary Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Fixed Messages:====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table375|&lt;br /&gt;
:[[Hud_gauges.tbl#Center Text On Gauge X-Position:|Center Text On Gauge X-Position:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Flight Path Marker:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Adds a gauge that indicates the direction where your ship is traveling. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Warhead Count:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Displays the name of the current secondary weapon. Tallies the ammo left. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Count Offsets:|Count Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Width:|Icon Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Height:|Icon Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Icons:|Max Icons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Columns:|Max Columns:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Alignment:|Name Alignment:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Hardpoints:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Draws a silhouette of the player&#039;s ship and mounted weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Width:|Line Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#View Direction:|View Direction:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Primary Weapons:|Show Primary Weapons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Secondary Weapons:|Show Secondary Weapons:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Primary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays primary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Secondary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays secondary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unlink X-offset:|Unlink X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Reload X-offset:|Reload X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$End Gauges===&lt;br /&gt;
The Gauges section must end with $End Gauges. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Gauge Configuration Options==&lt;br /&gt;
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Position:====&lt;br /&gt;
Defines the screen coordinates for the upper left corner of this gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel position&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]] (and many others)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scale Gauge:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define if a gauge size will scale or not. &lt;br /&gt;
&lt;br /&gt;
If false then gauge bitmaps will always show at their original size which may result in gauges being very small at high resolutions.&lt;br /&gt;
&lt;br /&gt;
If true then gauge bitmaps will scale in proportion to the current resolution vs the base HUD resolution in use. This may result in gauges becoming blurry at non-base resolutions.&lt;br /&gt;
&lt;br /&gt;
Defaults to yes/true.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039; scale_this_gauge&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Force Scaling Above:====&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If scaling is disabled for this gauge, then it will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Origin:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge position as a ratio of the screen size (base or current, it doesn&#039;t matter).&lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Offset:|Offset:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039; horizontal ratio 0.0 - 1.0, &#039;&#039;&#039;Float&#039;&#039;&#039; vertical ratio 0.0 - 1.0&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Offset:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge offset from [[Hud_gauges.tbl#Origin:|Origin:]] in base resolution pixels &lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Origin:|Origin:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel offset from Origin:, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel offset from Origin:&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Cockpit Target:====&lt;br /&gt;
The cockpit display that this gauge will be rendered to. Refers to the +Display Name: defined in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; String defined in +Display Name: in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]]&lt;br /&gt;
&lt;br /&gt;
=====Canvas Size:=====&lt;br /&gt;
The off-screen canvas this gauge will be rendered to before being interpolated into the actual cockpit display.  The smaller this number is, the larger the gauge will appear on the cockpit display.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Offset:=====&lt;br /&gt;
The position of the canvas on the cockpit display texture&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Size:=====&lt;br /&gt;
The interpolated size on the cockpit display texture that the canvas will be rendered to.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
====Color:====&lt;br /&gt;
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$Color: 1|$Color]] HUD option and [[Hud_gauges#$Color: 2|$Color]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Font:====&lt;br /&gt;
Optional. Overrides both previous font settings ([[Hud_gauges.tbl#$Font: 1|$Font]] HUD option and [[Hud_gauges#$Font: 2|$Font]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name:====&lt;br /&gt;
Defines the name of this custom gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text:====&lt;br /&gt;
Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====X Offset:====&lt;br /&gt;
Optional. Defines the horizontal pixel offset (from the gauge&#039;s origin as defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Y Offset:====&lt;br /&gt;
Optional. Defines the vertical pixel offset (from the gauge&#039;s origin defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Gauge Type:====&lt;br /&gt;
Defines the type of gauge this is.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any one of the possible [[gauge types]].&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slew:====&lt;br /&gt;
Optional. Determines whether or not this gauge is affected by afterburner shaking or similar effects. If set to &amp;quot;true&amp;quot;, the gauge will &amp;lt;strong&amp;gt;not&amp;lt;/strong&amp;gt; follow the player&#039;s head movements when using TrackIR/padlock. i.e. should be used for gauges like the gunsight/leadsight.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Max Lines:====&lt;br /&gt;
Optional. Specifies the maximum number of message lines that are displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Width:====&lt;br /&gt;
Optional. Determines how long each message line may be.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Line Height:====&lt;br /&gt;
Optional. Determines the distance between line origins. (i.g. for a 12pt Font, there are needs to be at least 12 pixels between the bottom of one line and the next, otherwise the text will overlap each)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 9&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
====Total Lifetime:====&lt;br /&gt;
Optional. Determines the maximum time the message gauge will be displayed from the time a new message is received.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 14000 (14 seconds)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scroll Time:====&lt;br /&gt;
Optional. Determines the time for the messages to scroll up one step.( See [[Hud_gauges.tbl#Step Size:|Step Size:]] )&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 30&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Step Size:====&lt;br /&gt;
Optional. Determines how many pixels to shift message lines during scrolling. Messages will be shifted up by this amount until they are on the next line (as defined by [[Hud_gauges.tbl#Line Height:|Line Height:]])&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Active by default:====&lt;br /&gt;
Optional. Determines whether or not this gauge is always active, or only available after being activated via sexp.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Filename:====&lt;br /&gt;
Designates the [[Multimedia_Files#ANI|.ANI]] or [[Multimedia_Files#EFF|.EFF]] used for this gauge&#039;s background graphic.&lt;br /&gt;
{{Note| All HUD .ANI&#039;s must have the same color palette as the retail .ANI&#039;s in order to render properly. (.EFF&#039;s do not have this restriction)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
**No filename extension is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the top background. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Bottom background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Left side of gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====First Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Right side of the gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Last Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the (Wing) Entry section of the gauge (aka the middle sections).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]], [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Middle Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Middle Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Entry Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Filename:====&lt;br /&gt;
Optional. Designates an alternate file to be used for ballistic weapons.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename]], [[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename]], [[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename]], [[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename]], [[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename]], [[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Filename:====&lt;br /&gt;
Optional. Designates which file to use for the wingman graphic (a.k.a. the Dot)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for headers of various gauges&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:Weapons:&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]],  [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fixed Header Position:====&lt;br /&gt;
Optional. If set, the header text will not change position when the gauge changes size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Y-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship Text. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Value Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the value label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Status X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock status. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Time X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock time. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the Damage gauge Hull integrity textbox(?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Value X-offset:====&lt;br /&gt;
Optional. Designates the offsets from the hull integrity textbox&#039;s upper left corner for the hull integrity value. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Background Height:====&lt;br /&gt;
Optional. Designates the height of the Top background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Width:====&lt;br /&gt;
Optional. Defines the width of the Left Background.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Width:====&lt;br /&gt;
Optional. Defines the width of the Entry Background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Height:====&lt;br /&gt;
Optional. Designates the height of the Subsystem entry (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem List Start Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the start of the Subsytem List (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Value X-offset:====&lt;br /&gt;
Optional. Designates the horizontal offset from the Subsystem List&#039;s position (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Wing Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for a single wing (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Multiple Wing Start Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for multiple wings (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wing Name Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship header (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the All wingman status icons.&lt;br /&gt;
*Syntax:&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 1&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 2&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 3&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 4&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 5&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 6&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
{{Warning|&lt;br /&gt;
All 6 wingman positions must be defined}}&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Expansion Mode:====&lt;br /&gt;
Optional. Denotes which direction (in relation to the player&#039;s wing) that the other wings should be appended to the gauge&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
:*Right    ;; Wings are added to the right of the previous wing&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Auto Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Auto&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]], [[Hud_gagues.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Speed&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Target Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Target&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Offsets:====&lt;br /&gt;
Optional. Defines the offsets for the animation graphics.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Background Size:====&lt;br /&gt;
Deprecated. Originally, this set the size of the black box that&#039;s drawn behind the animation. Since Git revision 556e9a4 (2015-11-01), it has the same effect as [[Hud_gauges.tbl#Animation Size:|Animation Size:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Size:====&lt;br /&gt;
{{table373|&lt;br /&gt;
Optional. Defines the size of the animation. All animations will be scaled to match this size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinate offsets for the start of the Directives list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
Optional. Defines the height of each Directive&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Offsets:====&lt;br /&gt;
Opetional. Defines the screen coordinate offsets for headers of ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Header Offset:|+Header Offset:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Background X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate offset for the Top Primary Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text X-offset:====&lt;br /&gt;
(Optional) Defines the screen coordinate X-offset for weapon labels&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate X-offset for ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary Background X-offset:]], [[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Secondary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Link X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Linked X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Reload X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
====3 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 3 digit range (i.e. &amp;gt;= 100%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====2 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 2 digit range (i.e. 100% &amp;gt; hull damage%  &amp;gt;= 10%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====1 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 1 digit range (i.e. 10% &amp;gt; hull damage%  &amp;gt;= 0%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
====Objective Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Objective label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Objective Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Objective value&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Subspace label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Subspace value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Text Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Command X-offset:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Up Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Down Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039; Integer y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Stagger Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Text:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ship Name Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right-Align Ship Names:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
* Sets the height, in pixels, of the gauge.&lt;br /&gt;
** For the [[Hud_gauges.tbl#+Throttle|Throttle]], sets the height of the gauge that represents 0% to 100% throttle.  The total height of the gauge is the sum of this value and the [[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height]] value.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]], [[Hud_gauges.tbl#+ETS Weapons:|+ETS Weapons]], [[Hud_gauges.tbl#+ETS Engines:|+ETS Engines]], [[Hud_gauges.tbl#+ETS Shields:|+ETS Shields]], [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor]], [[Hud_gauges.tbl#+Afterburner Energy|+Afterburner Energy]],  [[Hud_gauges.tbl#+Weapon Energy|+Weapon Energy]], [[Hud_gauges.tbl#+Throttle:|+Throttle]]&lt;br /&gt;
&lt;br /&gt;
====Letter Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gauge Offset:====&lt;br /&gt;
*Distance between the individual weapon/shield/engine ETS gauges that comprise this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Monitor Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Contents Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bracket Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Time Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Radar Center Offsets:====&lt;br /&gt;
Defines the radar&#039;s plot origin as an offset, in pixels, from this gauge&#039;s [[Hud_gauges.tbl#Position|Position]] coordinates&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Radar Size:====&lt;br /&gt;
Size, in pixels, of the radar plot area.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Infinity Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the infinity radar range symbol.&lt;br /&gt;
&lt;br /&gt;
====Long Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the long range radar text (i.e. 10k).&lt;br /&gt;
&lt;br /&gt;
====Short Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the short range radar text (i.e. 2k).&lt;br /&gt;
&lt;br /&gt;
====Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XY Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XZ YZ Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sweep Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Default Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unknown Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Loop Volume:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Minimum Beep Delay:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint display:====&lt;br /&gt;
Displays the positions of the gun firepoints on your ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, YES or NO&lt;br /&gt;
&lt;br /&gt;
NOTE: The position of the firepoints is calculated from the Eye Point position in the POF. You may encounter weird results if you have no Eye Point defined, but no debug warnings will be raised.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
====Firepoint size:====&lt;br /&gt;
Diameter of the gunpoint circles.  &#039;&#039;&#039;Must be 4 or greater&#039;&#039;&#039; in order to work properly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint X coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint Y coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Bottom Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Afterburner Clip Height:====&lt;br /&gt;
* Sets the area of the throttle gauge that represents the Afterburner segment (which is on top of the 0% to 100% area).  The total height of the gauge is determined by the sum of this value and [[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
====Show Background:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Min Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Radius:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Arc Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames (but only the 2nd frame is used ?!?!? for threat &amp;amp; weapon linking so far)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active.&lt;br /&gt;
&lt;br /&gt;
Internally FSO also refers to this as the &amp;quot;laser threat warning&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active. Frames cycle twice as fast when a lock has been acquired, compared to when a lock is being acquired.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Locked Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Locked Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Radius:====&lt;br /&gt;
Defines the distance from the center of the screen to the base of the Hostile Triangle gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Base:====&lt;br /&gt;
Defines the width of the Hostile Triangle&#039;s base.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Height:====&lt;br /&gt;
Defines the height of the Hostile Triangle.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lead Indicator:|+Lead Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Primary Filename:====&lt;br /&gt;
Designates the file to use for primary linking for ships with a single primary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected (not that this should ever be able to happen), 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Filename:====&lt;br /&gt;
	&lt;br /&gt;
Designates the file to use for primary linking for ships with two primary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames:&lt;br /&gt;
* Frame 0 is no banks selected&lt;br /&gt;
* Frame 1 is 1st bank selected&lt;br /&gt;
* Frame 2 is 2nd bank selected&lt;br /&gt;
* Frame 3 is both banks selected/linked&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with a single secondary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected, 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 3 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected, 4th is bank 3 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Hidden By Comms Menu:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines whether the messages gauge may be drawn at the same time as the wingman comms menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; (messages are not visible while the comms menu is open)&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Offset:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines the vertical pixel offset added to the position of the bottom background frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]}}&lt;br /&gt;
&lt;br /&gt;
====Center Text On Gauge X-Position:====&lt;br /&gt;
{{Table375|&lt;br /&gt;
Sets whether to position the center of the text to the gauge&#039;s X-position.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; if the gauge is explicitly given a position, &#039;&#039;&#039;true&#039;&#039;&#039; otherwise&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Fixed Messages:|+Fixed Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
====N-gon Sides:====&lt;br /&gt;
{{Table190|&lt;br /&gt;
Defines the number of sides an N-gon radar has.  If defined, the standard radar&#039;s edge is drawn as an N-gon, instead of the standard ellipsoid.  Blips that are projected outside of the N-gon are snapped to the edge: the blip&#039;s angle stays the same but the blip&#039;s radius to the center of the plot area is reduced.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;0&#039;&#039;&#039; A value of 0 means to use the standard ellipsoid radar&lt;br /&gt;
*Minimum value: &#039;&#039;&#039;3&#039;&#039;&#039; (which is a triangle)&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]}}&lt;br /&gt;
&lt;br /&gt;
====N-gon Offset:====&lt;br /&gt;
{{Table190|&lt;br /&gt;
Defines the angular offset to apply to the N-gon perimeter.  The first vertex is at the 3 o&#039;clock position, positive offsets spin this vertex counter-clockwise, negative offsets spin this clockwise.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Float&#039;&#039;&#039; (radians)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=62901</id>
		<title>Hud gauges.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=62901"/>
		<updated>2020-12-18T00:33:05Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* Gauge Configuration Options */ Add `N-gon Sides` and `N-gon offset`&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP table}}&lt;br /&gt;
{{TableVersionGit|2016-09-14|f9bc01c}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;hud_gauges.tbl&#039;&#039;&#039; is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).&lt;br /&gt;
&lt;br /&gt;
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm&lt;br /&gt;
&lt;br /&gt;
==HUD Configurations==&lt;br /&gt;
The following entries are used on the HUD system, but have not been grouped with any particular gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Load Retail Configuration:===&lt;br /&gt;
Optional. If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.&lt;br /&gt;
&lt;br /&gt;
If no, any missing (default) gauge will prompt an error.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Color:===&lt;br /&gt;
Optional. Sets the default HUD color for all gauges.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; Red, &#039;&#039;&#039;Integer&#039;&#039;&#039; Green, &#039;&#039;&#039;Integer&#039;&#039;&#039; Blue)&lt;br /&gt;
*Valid Values: all values from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Font:===&lt;br /&gt;
Optional. Sets the font type to use for the HUD. This can either be a string or a number. A string references a font with a specific name while a number references a font with a specific index in the fonts table. The number option is deprecated and is only there for backwards-compatibility. Use the name if possible.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;Integer&#039;&#039;&#039; font index number&lt;br /&gt;
*Valid Values: Any name or font index as defined in [[Fonts.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Only:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Sets gauges to be displayed only in Chase View.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Directives:===&lt;br /&gt;
Optional. Sets the default maximum number of directives displayed simultaneously.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; maximum number of directives&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Value: &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Escort Ships:===&lt;br /&gt;
Optional. Sets the default maximum number of escort ships to be shown in the escort list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
{{Warning|&lt;br /&gt;
Entries more than 16 will cause the list to overflow into the weapons list for resolutions lower than 1024x768.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length Unit Multiplier:===&lt;br /&gt;
Optional. Sets the multiplier to applied to the reported distances. For example, if the multiplier is 0.5, then the distance reported to the player will (or at least should) be 0.5 x actual distance.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Speed Unit Multiplier:===&lt;br /&gt;
Optional. Analogous to [[Hud_gauges.tbl#$Length Unit Multiplier:|$Length Unit Multiplier]], this sets the multiplier to be applied to all speeds reported to the player. For example, if the multiplier is 0.5, the the speed reported to the player will (or at least should) be 0.5 x actual speed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Values:&lt;br /&gt;
:&#039;&#039;&#039;The value used in $Length Unit Multiplier&#039;&#039;&#039;, or&lt;br /&gt;
:&#039;&#039;&#039;1&#039;&#039;&#039;, if $Length Unit Multiplier is undefined&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Wireframe Targetbox:===&lt;br /&gt;
Optional. Defines the default draw method for the target viewer (a.k.a. targetbox).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; Draw method ID&lt;br /&gt;
*Valid Values:&lt;br /&gt;
::&#039;&#039;&#039;0&#039;&#039;&#039; - Standard with full, bright lighting&lt;br /&gt;
::&#039;&#039;&#039;1&#039;&#039;&#039; - Wireframe&lt;br /&gt;
::&#039;&#039;&#039;2&#039;&#039;&#039; - Standard with proper lighting (i.e. lit the same as the actual target)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
::&#039;&#039;&#039;3&#039;&#039;&#039; - Untextured with full bright lighting (i.e. drawn with a single flat color)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Targetbox Shader Effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Optional. If set, defines a unique ID for a shader effect to be used when rendering a ship for the targeting box. The ID will be passed to the main shader as in [[Post_processing.tbl##Ship_Effects|#Ship_Effects]], but a table entry for the effect is not needed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lock Wireframe Mode:===&lt;br /&gt;
Optional. If set, prevents targetbox draw method from being changed during the gaming session.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, all gauges will use this value as the default for scaling individual gauge sizes (i.e. doesn&#039;t affect gauges that use Position:, and doesn&#039;t affect the values of Offset:.  In addition, if &amp;quot;$Load Retail Configuration:&amp;quot; is true then all unspecified retail gauges will use this value.&lt;br /&gt;
&lt;br /&gt;
If not set, defaults to yes. &lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Reticle Style:===&lt;br /&gt;
Optional. Defines which aiming reticle to use.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: &lt;br /&gt;
:&#039;&#039;&#039;FS1&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1_fs1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;FS2&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==#Gauge Config==&lt;br /&gt;
The following entries define default gauge appearance and behavior. Each gauge has the option of overriding these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
Deprecated and superceded by $Ships in FSO revision 9208. If defined, the following config data will only be used if the player ship is of the supplied ship class. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, ship class name&lt;br /&gt;
&lt;br /&gt;
===$Ships:===&lt;br /&gt;
Optional. Can be used to define a list of ships the hud definition that follows will be applied to. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*`Syntax: &#039;&#039;&#039;( &amp;quot;Class name 1&amp;quot; &amp;quot;Class name 2&amp;quot; )&#039;&#039;&#039;, ship class names formatted like a flag list.&lt;br /&gt;
&lt;br /&gt;
====$Load Retail Configuration:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Load Retail Configuration: 1|$Load Retail Configuration]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Color:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Color: 1|$Color]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Font:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Font: 1|$Font]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Chase View Only:====&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base:===&lt;br /&gt;
Required. Defines the base resolution for this HUD configuration, upon which other gauge options (such as [[Hud_gauges.tbl#Position:|Position:]] / [[Hud_gauges.tbl#Origin:|Origin:]] / [[Hud_gauges.tbl#Offset:|Offset:]]) will use as its coordinate system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, will configure gauges Scaling behaviour for gauges in this #Gauge Config section. i.e. overriding the default, or the value specified at the top of the file.  Individual gauges can override this setting.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Required Aspect:===&lt;br /&gt;
Optional. If set, this configuration will only be loaded for the specified aspect ratios.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
:&amp;quot;Full Screen&amp;quot; (4:3, aspect ratio &amp;lt; 1.5)&lt;br /&gt;
:&amp;quot;Wide Screen&amp;quot; (16:9, 16:10, or similar, aspect ratio &amp;gt;= 1.5)&lt;br /&gt;
&lt;br /&gt;
===$Min:===&lt;br /&gt;
Optional. Minimum resolution for this config. Any resolution lower than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Max:===&lt;br /&gt;
Optional. Maximum resolution for this config.  Any resolution higher than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Gauges:===&lt;br /&gt;
Following entries define gauge-specific behavior. For the most part, each gauge has its own overrides that, if not defined, would otherwise use the global values.&lt;br /&gt;
&lt;br /&gt;
Since many gauges have the same configuration options, each gauge entry has a list of valid sub-entries. Unless stated otherwise, these options must be defined in the same order as they are shown, starting from the top and ending at the bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Custom:====&lt;br /&gt;
Adds a custom gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Text:|Text:]]&lt;br /&gt;
:[[Hud_gauges.tbl#X Offset:|X Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Y Offset:|Y Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Type:|Gauge Type:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Active by default:|Active by default:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
{{table381|&lt;br /&gt;
====+Scripted Gauge:====&lt;br /&gt;
Adds a scripted gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Messages:==== &lt;br /&gt;
Adds a gauge that display mission messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Lines:|Max Lines:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Width:|Max Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Height:|Line Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Total Lifetime:|Total Lifetime:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Scroll Time:|Scroll Time]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Step Size:|Step Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hidden By Comms Menu:|Hidden By Comms Menu:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Training Messages:==== &lt;br /&gt;
Adds a text box, like the ones seen in the FS1 and FS2 training missions.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Support:====&lt;br /&gt;
Adds a text box that shows the Support ship&#039;s status and ETA&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Y-offset:|Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Status X-offset:|Dock Status X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Time X-offset:|Dock Time X-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Damage:==== &lt;br /&gt;
Adds a gauge that shows how much damage a target (or the player?) has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Offsets:|Hull Integrity Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Value X-offset:|Hull Integrity Value X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Height:|Subsystem Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem List Start Offsets:|Subsystem List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Value X-offset:|Subsystem Entry Value X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Wingman Status:==== &lt;br /&gt;
Adds a gauge that monitors the status of your wing and squadron.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional) (needs an animation with two frames, 1st is for alive wingmen, 2nd is for dead or missing wingmen)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
[[Hud_gauges.tbl#Fixed Header Position:|Fixed Header Position:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Size:|First Background Size:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Size:|Entry Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Offset:|Right Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Offset:|Last Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Single Wing Offsets:|Single Wing Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Multiple Wing Start Offsets:|Multiple Wing Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Wing Name Offsets:|Wing Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Offsets:|Dot Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Expansion Mode:|Expansion Mode:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Auto Speed:==== &lt;br /&gt;
Adds the Auto-Speed mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 4 frames, 3rd is without auto-match-speed enabled, 4th is with... and frames 0 &amp;amp; 1 are not used, done this way because retail fs2 uses the same animation file for the auto speed &amp;amp; auto targeting gauges)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Target:==== &lt;br /&gt;
Adds the Auto-target mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 2 frames, 1st is without auto-targeting enabled, 2nd is with)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Offsets:|Target Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Countermeasures:==== &lt;br /&gt;
Adds a gauge that monitors the amount of remaining countermeasures the player&#039;s ship currently has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Talking Head:==== &lt;br /&gt;
Adds a video window to display pilot message videos (a.k.a talking heads).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Offsets:|Animation Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Background Size:|Animation Background Size:]] (Deprecated)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Size:|Animation Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Directives:==== &lt;br /&gt;
Adds a gauge that displays all currently active directives (includes current , completed, and failed)&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Line Width:|Max Line Width:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Weapons:==== &lt;br /&gt;
Adds a weapon status and ammunition gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary BackgroundX-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Frame Height:|Top Primary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Secondary Frame Height:|Top Secondary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Start Y-offset:|Primary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Start Y-offset:|Secondary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Ammo X-offset:|Primary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Link X-offset:|Primary Weapon Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Name X-offset:|Primary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Ammo X-offset:|Secondary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Linked X-offset:|Secondary Weapon Linked X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Name X-offset:|Secondary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Reload X-offset:|Secondary Weapon Reload X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Entry Height:|Primary Weapon Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Entry Height:|Secondary Weapon Entry Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Objective notify:====&lt;br /&gt;
Adds a Objective notifier gauge. This gauge alerts the player when receiving a new objective, or when an objective has been completed or failed. Additionally, this gauge alerts the player when entering subspace, and when a Red Alert mission orders are being received (prior to a forced subspace jump).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Text Y-offset:|Objective Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Value Y-offset:|Objective Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Text Y-offset:|Subspace Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Value Y-offset:|Subspace Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Text Y-offset:|Red Alert Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Value Y-offset:|Red Alert Value Y-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Squad Message====&lt;br /&gt;
Adds the squad message gauge. In FS1 and FS2, this gauge is used to send commands to your squad. (?)&lt;br /&gt;
&lt;br /&gt;
*Valid sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]  (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset|Bottom Background Offset]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Command X-offset:|Command X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Up Offsets:|Page Up Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Down Offsets:|Page Down Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Lag:==== &lt;br /&gt;
Adds a Lag gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Mini Target Shields:====&lt;br /&gt;
Adds a mini Target shields gauge. In FS1 and FS2, the Mini Target Shield gauge is the one right below the center reticle, and shows the hull damage in %&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (animation needs 8 frames; 0-&amp;gt;3 are the top, right, bottom &amp;amp; left shield quads; 4-&amp;gt;7 are the same except brighter for when the quad is flashing from being hit)&lt;br /&gt;
:[[Hud_gauges.tbl#3 Digit Hull Offsets:|3 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#2 Digit Hull Offsets:|2 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#1 Digit Hull Offsets:|1 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Player Shields:==== &lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the player&#039;s craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Shields:====&lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the targeted craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Escort View:====&lt;br /&gt;
Adds an escort monitor/view gauge. This gauge monitors the status of all ships assigned to the player to escort.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Stagger Width:|Entry Stagger Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull X-offset:|Hull X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status X-offset:|Status X-offset]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Ship Name Max Width:|Ship Name Max Width:]] (Optional)}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Right-Align Ship Names:|Right-Align Ship Names:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Mission Time:==== &lt;br /&gt;
Adds a gauge that displays the current mission time.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+ETS Retail:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Draws the three other ETS gauges as a single gauge.  Will automatically rearrange itself (like retail) if shields or other systems are missing.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Offset:|Gauge Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+ETS Weapons:====&lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the energy weapons.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Engines:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the afterburner/engines.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Shields:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the shields.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Monitor:==== &lt;br /&gt;
Adds a target monitor gauge that shows the targeted ship&#039;s relative orientation and hull strength, among other things.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional) (needs animation with 2 frames, 1st is the background for the target, 2nd is the border; rendered last)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Alpha Mask Filename:|Monitor Alpha Mask Filename:]] (Optional) (needs animation with a single frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional) (needs animation with 2 frames, 1st is a zero/dark filled bar, 2nd is a max/bright filled bar)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Offsets:|Viewport Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Size:|Viewport Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Offsets:|Integrity Bar Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Foreground Clip Height:|Integrity Bar Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status Offsets:|Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Class Offsets:|Class Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Distance Offsets:|Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Offsets:|Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Contents Offsets:|Cargo Contents Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Start Offsets:|Cargo Scan Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Size:|Cargo Scan Size:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Name Offsets:|Subsystem Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Integrity Offsets:|Subsystem Integrity Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Disabled Status Offsets:|Disabled Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Desaturate:|Desaturate:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Extra Target Data:====&lt;br /&gt;
Adds a gauge that displays &amp;quot;extra&amp;quot; target data, such as its current orders and docking status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 1 frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bracket Offsets:|Bracket Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Max Width:|Dock Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Order Max Width:|Order Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar:====&lt;br /&gt;
Adds a standard radar gauge&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar Orb:====&lt;br /&gt;
Adds a 3D orb radar gauge&lt;br /&gt;
 &lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used) &lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar BSG:==== &lt;br /&gt;
Adds a BSG style radar (a.k.a DRADIS).&lt;br /&gt;
&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XY Disc Filename:|XY Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XZ YZ Disc Filename:|XZ YZ Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Sweep Disc Filename:|Sweep Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Default Contact Filename:|Default Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unknown Contact Filename:|Unknown Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Loop Volume:|Loop Volume:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Minimum Beep Delay:|Minimum Beep Delay]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Afterburner Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining afterburner energy. Note that it only supports a vertical fill.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, the 1st is the bar lit for zero energy, the 2nd is the bar lit for max energy)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining weapon energy. Note that it only supports a vertical fill. &lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 4 frames, the 3rd is the bar lit for zero energy, the 2nd is the bar lit for max energy, frames 1 &amp;amp; 2 are not used)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Text Alignment:|Text Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Always Show Text:|Always Show Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Follows:|Text Follows:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Ballistic Ammo:|Show Ballistic Ammo:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Offsets:|Armed Guns List Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Alignment:|Armed Guns List Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Entry Height:|Armed Guns List Entry Height:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Text Warnings:==== &lt;br /&gt;
Adds a gauge that warns the player (current warnings are EMP, Launch, Evaded, Collision, Blast &amp;amp; Engine Wash).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Center Reticle:==== &lt;br /&gt;
Adds a &amp;quot;custom&amp;quot; center reticle.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint display:|Firepoint display:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint size:|Firepoint size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint X coordinate multiplier:|Firepoint X coordinate multiplier:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint Y coordinate multiplier:|Firepoint Y coordinate multiplier:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Throttle:====&lt;br /&gt;
Adds a gauge that shows the current throttle position.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Bottom Y-offset:|Foreground Clip Bottom Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Width:|Foreground Clip Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Background:|Show Background:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Speed Label Offsets:|Max Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Max Speed Label:|Show Max Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Min Speed Label:|Show Min Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Center Offsets:|Orbit Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Radius:|Orbit Radius:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Current Speed Offsets:|Current Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Speed Offsets:|Target Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Percentage:|Show Percentage:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Glide Status Offsets:|Glide Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Match Speed Status Offsets:|Match Speed Status Offsets:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Threat Indicator:==== &lt;br /&gt;
Adds a gauge that indicates when a lock-on has been achieved by an attacker, and if the player is being shot at.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Filename:|Dumbfire Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Offsets:|Dumbfire Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Offsets:|Lock Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Multiplayer Messages:====&lt;br /&gt;
Adds a gauge that displays the multiplayer messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Voice Status:====&lt;br /&gt;
Adds a gauge that displays the voice status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Ping:====&lt;br /&gt;
Adds a gauge that the ping time to the multiplayer server.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Supernova:====&lt;br /&gt;
Adds a gauge that warns the player of an impending supernova shock wave.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lock Indicator:====&lt;br /&gt;
Adds a Lock Indicator gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Filename:|Locked Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Center Offsets:|Lock Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Center Offsets:|Locked Center Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Offscreen Indicator:====&lt;br /&gt;
Adds an Offscreen Indicator.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Brackets:====&lt;br /&gt;
Adds a Target Bracket gauge. This is drawn around current target(s) and talkers.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Hostile Triangle:====&lt;br /&gt;
Adds a gauge that points to the nearest attacker, if it is off-screen and is not currently targeted.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Triangle:====&lt;br /&gt;
Adds a gauge that points to the targeted craft, if it is currently off-screen.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Missile Triangles:====&lt;br /&gt;
Adds a gauge that is used during attempting to lock onto a target when using an aspect seeking missile.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Indicator:====&lt;br /&gt;
Adds a gauge that leads (is in front) of the target.  Aim your crosshairs at this indicator to increase probability of hitting the target.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0: Secondaries lead indicator (Dumbfire)&lt;br /&gt;
::Frame #1: Secondaries lead indicator (Homing)&lt;br /&gt;
::Frame #2: Primaries lead indicator&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Orientation Tee:====&lt;br /&gt;
Adds a gauge that indicates the targeted craft&#039;s orientation in relation to the player&#039;s craft.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Sight:====&lt;br /&gt;
Adds a gauge that lags (is behind) the target.  Indicates where your shots will end up relative to the target&#039;s position.  To score a hit, this gauge should be over the target.  Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0 is used for secondaries&lt;br /&gt;
::* If only one frame is found in the file, then it is used for primaries instead&lt;br /&gt;
::Frame #1 is used for primaries&lt;br /&gt;
&lt;br /&gt;
====+Kills:====&lt;br /&gt;
Adds a gauge that keeps track of how many kills the player has scored during a mission.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Linking:====&lt;br /&gt;
Adds a gauge that indicates the selected weapons and their firing rates.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Filename:|Single Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Filename:|Double Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Filename:|Single Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Filename:|Double Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Filename:|Triple Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Offsets:|Single Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Offsets:|Double Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Offsets:|Single Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Offsets:|Double Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Offsets:|Triple Secondary Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Fixed Messages:====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table375|&lt;br /&gt;
:[[Hud_gauges.tbl#Center Text On Gauge X-Position:|Center Text On Gauge X-Position:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Flight Path Marker:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Adds a gauge that indicates the direction where your ship is traveling. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Warhead Count:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Displays the name of the current secondary weapon. Tallies the ammo left. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Count Offsets:|Count Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Width:|Icon Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Height:|Icon Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Icons:|Max Icons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Columns:|Max Columns:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Alignment:|Name Alignment:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Hardpoints:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Draws a silhouette of the player&#039;s ship and mounted weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Width:|Line Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#View Direction:|View Direction:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Primary Weapons:|Show Primary Weapons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Secondary Weapons:|Show Secondary Weapons:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Primary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays primary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Secondary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays secondary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unlink X-offset:|Unlink X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Reload X-offset:|Reload X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$End Gauges===&lt;br /&gt;
The Gauges section must end with $End Gauges. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Gauge Configuration Options==&lt;br /&gt;
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Position:====&lt;br /&gt;
Defines the screen coordinates for the upper left corner of this gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel position&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]] (and many others)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scale Gauge:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define if a gauge size will scale or not. &lt;br /&gt;
&lt;br /&gt;
If false then gauge bitmaps will always show at their original size which may result in gauges being very small at high resolutions.&lt;br /&gt;
&lt;br /&gt;
If true then gauge bitmaps will scale in proportion to the current resolution vs the base HUD resolution in use. This may result in gauges becoming blurry at non-base resolutions.&lt;br /&gt;
&lt;br /&gt;
Defaults to yes/true.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039; scale_this_gauge&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Force Scaling Above:====&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If scaling is disabled for this gauge, then it will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Origin:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge position as a ratio of the screen size (base or current, it doesn&#039;t matter).&lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Offset:|Offset:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039; horizontal ratio 0.0 - 1.0, &#039;&#039;&#039;Float&#039;&#039;&#039; vertical ratio 0.0 - 1.0&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Offset:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge offset from [[Hud_gauges.tbl#Origin:|Origin:]] in base resolution pixels &lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Origin:|Origin:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel offset from Origin:, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel offset from Origin:&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Cockpit Target:====&lt;br /&gt;
The cockpit display that this gauge will be rendered to. Refers to the +Display Name: defined in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; String defined in +Display Name: in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]]&lt;br /&gt;
&lt;br /&gt;
=====Canvas Size:=====&lt;br /&gt;
The off-screen canvas this gauge will be rendered to before being interpolated into the actual cockpit display.  The smaller this number is, the larger the gauge will appear on the cockpit display.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Offset:=====&lt;br /&gt;
The position of the canvas on the cockpit display texture&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Size:=====&lt;br /&gt;
The interpolated size on the cockpit display texture that the canvas will be rendered to.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
====Color:====&lt;br /&gt;
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$Color: 1|$Color]] HUD option and [[Hud_gauges#$Color: 2|$Color]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Font:====&lt;br /&gt;
Optional. Overrides both previous font settings ([[Hud_gauges.tbl#$Font: 1|$Font]] HUD option and [[Hud_gauges#$Font: 2|$Font]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name:====&lt;br /&gt;
Defines the name of this custom gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text:====&lt;br /&gt;
Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====X Offset:====&lt;br /&gt;
Optional. Defines the horizontal pixel offset (from the gauge&#039;s origin as defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Y Offset:====&lt;br /&gt;
Optional. Defines the vertical pixel offset (from the gauge&#039;s origin defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Gauge Type:====&lt;br /&gt;
Defines the type of gauge this is.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any one of the possible [[gauge types]].&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slew:====&lt;br /&gt;
Optional. Determines whether or not this gauge is affected by afterburner shaking or similar effects. If set to &amp;quot;true&amp;quot;, the gauge will &amp;lt;strong&amp;gt;not&amp;lt;/strong&amp;gt; follow the player&#039;s head movements when using TrackIR/padlock. i.e. should be used for gauges like the gunsight/leadsight.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Max Lines:====&lt;br /&gt;
Optional. Specifies the maximum number of message lines that are displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Width:====&lt;br /&gt;
Optional. Determines how long each message line may be.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Line Height:====&lt;br /&gt;
Optional. Determines the distance between line origins. (i.g. for a 12pt Font, there are needs to be at least 12 pixels between the bottom of one line and the next, otherwise the text will overlap each)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 9&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
====Total Lifetime:====&lt;br /&gt;
Optional. Determines the maximum time the message gauge will be displayed from the time a new message is received.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 14000 (14 seconds)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scroll Time:====&lt;br /&gt;
Optional. Determines the time for the messages to scroll up one step.( See [[Hud_gauges.tbl#Step Size:|Step Size:]] )&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 30&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Step Size:====&lt;br /&gt;
Optional. Determines how many pixels to shift message lines during scrolling. Messages will be shifted up by this amount until they are on the next line (as defined by [[Hud_gauges.tbl#Line Height:|Line Height:]])&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Active by default:====&lt;br /&gt;
Optional. Determines whether or not this gauge is always active, or only available after being activated via sexp.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Filename:====&lt;br /&gt;
Designates the [[Multimedia_Files#ANI|.ANI]] or [[Multimedia_Files#EFF|.EFF]] used for this gauge&#039;s background graphic.&lt;br /&gt;
{{Note| All HUD .ANI&#039;s must have the same color palette as the retail .ANI&#039;s in order to render properly. (.EFF&#039;s do not have this restriction)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
**No filename extension is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the top background. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Bottom background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Left side of gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====First Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Right side of the gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Last Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the (Wing) Entry section of the gauge (aka the middle sections).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]], [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Middle Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Middle Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Entry Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Filename:====&lt;br /&gt;
Optional. Designates an alternate file to be used for ballistic weapons.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename]], [[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename]], [[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename]], [[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename]], [[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename]], [[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Filename:====&lt;br /&gt;
Optional. Designates which file to use for the wingman graphic (a.k.a. the Dot)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for headers of various gauges&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:Weapons:&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]],  [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fixed Header Position:====&lt;br /&gt;
Optional. If set, the header text will not change position when the gauge changes size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Y-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship Text. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Value Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the value label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Status X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock status. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Time X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock time. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the Damage gauge Hull integrity textbox(?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Value X-offset:====&lt;br /&gt;
Optional. Designates the offsets from the hull integrity textbox&#039;s upper left corner for the hull integrity value. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Background Height:====&lt;br /&gt;
Optional. Designates the height of the Top background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Width:====&lt;br /&gt;
Optional. Defines the width of the Left Background.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Width:====&lt;br /&gt;
Optional. Defines the width of the Entry Background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Height:====&lt;br /&gt;
Optional. Designates the height of the Subsystem entry (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem List Start Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the start of the Subsytem List (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Value X-offset:====&lt;br /&gt;
Optional. Designates the horizontal offset from the Subsystem List&#039;s position (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Wing Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for a single wing (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Multiple Wing Start Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for multiple wings (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wing Name Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship header (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the All wingman status icons.&lt;br /&gt;
*Syntax:&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 1&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 2&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 3&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 4&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 5&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 6&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
{{Warning|&lt;br /&gt;
All 6 wingman positions must be defined}}&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Expansion Mode:====&lt;br /&gt;
Optional. Denotes which direction (in relation to the player&#039;s wing) that the other wings should be appended to the gauge&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
:*Right    ;; Wings are added to the right of the previous wing&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Auto Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Auto&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]], [[Hud_gagues.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Speed&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Target Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Target&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Offsets:====&lt;br /&gt;
Optional. Defines the offsets for the animation graphics.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Background Size:====&lt;br /&gt;
Deprecated. Originally, this set the size of the black box that&#039;s drawn behind the animation. Since Git revision 556e9a4 (2015-11-01), it has the same effect as [[Hud_gauges.tbl#Animation Size:|Animation Size:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Size:====&lt;br /&gt;
{{table373|&lt;br /&gt;
Optional. Defines the size of the animation. All animations will be scaled to match this size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinate offsets for the start of the Directives list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
Optional. Defines the height of each Directive&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Offsets:====&lt;br /&gt;
Opetional. Defines the screen coordinate offsets for headers of ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Header Offset:|+Header Offset:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Background X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate offset for the Top Primary Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text X-offset:====&lt;br /&gt;
(Optional) Defines the screen coordinate X-offset for weapon labels&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate X-offset for ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary Background X-offset:]], [[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Secondary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Link X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Linked X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Reload X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
====3 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 3 digit range (i.e. &amp;gt;= 100%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====2 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 2 digit range (i.e. 100% &amp;gt; hull damage%  &amp;gt;= 10%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====1 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 1 digit range (i.e. 10% &amp;gt; hull damage%  &amp;gt;= 0%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
====Objective Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Objective label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Objective Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Objective value&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Subspace label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Subspace value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Text Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Command X-offset:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Up Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Down Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039; Integer y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Stagger Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Text:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ship Name Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right-Align Ship Names:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
* Sets the height, in pixels, of the gauge.&lt;br /&gt;
** For the [[Hud_gauges.tbl#+Throttle|Throttle]], sets the height of the gauge that represents 0% to 100% throttle.  The total height of the gauge is the sum of this value and the [[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height]] value.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]], [[Hud_gauges.tbl#+ETS Weapons:|+ETS Weapons]], [[Hud_gauges.tbl#+ETS Engines:|+ETS Engines]], [[Hud_gauges.tbl#+ETS Shields:|+ETS Shields]], [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor]], [[Hud_gauges.tbl#+Afterburner Energy|+Afterburner Energy]],  [[Hud_gauges.tbl#+Weapon Energy|+Weapon Energy]], [[Hud_gauges.tbl#+Throttle:|+Throttle]]&lt;br /&gt;
&lt;br /&gt;
====Letter Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gauge Offset:====&lt;br /&gt;
*Distance between the individual weapon/shield/engine ETS gauges that comprise this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Monitor Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Contents Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bracket Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Time Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Radar Center Offsets:====&lt;br /&gt;
Defines the radar&#039;s plot origin as an offset, in pixels, from this gauge&#039;s [[Hud_gauges.tbl#Position|Position]] coordinates&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Radar Size:====&lt;br /&gt;
Size, in pixels, of the radar plot area.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Infinity Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the infinity radar range symbol.&lt;br /&gt;
&lt;br /&gt;
====Long Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the long range radar text (i.e. 10k).&lt;br /&gt;
&lt;br /&gt;
====Short Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the short range radar text (i.e. 2k).&lt;br /&gt;
&lt;br /&gt;
====Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XY Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XZ YZ Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sweep Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Default Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unknown Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Loop Volume:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Minimum Beep Delay:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint display:====&lt;br /&gt;
Displays the positions of the gun firepoints on your ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, YES or NO&lt;br /&gt;
&lt;br /&gt;
NOTE: The position of the firepoints is calculated from the Eye Point position in the POF. You may encounter weird results if you have no Eye Point defined, but no debug warnings will be raised.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
====Firepoint size:====&lt;br /&gt;
Diameter of the gunpoint circles.  &#039;&#039;&#039;Must be 4 or greater&#039;&#039;&#039; in order to work properly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint X coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint Y coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Bottom Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Afterburner Clip Height:====&lt;br /&gt;
* Sets the area of the throttle gauge that represents the Afterburner segment (which is on top of the 0% to 100% area).  The total height of the gauge is determined by the sum of this value and [[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
====Show Background:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Min Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Radius:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Arc Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames (but only the 2nd frame is used ?!?!? for threat &amp;amp; weapon linking so far)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active.&lt;br /&gt;
&lt;br /&gt;
Internally FSO also refers to this as the &amp;quot;laser threat warning&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active. Frames cycle twice as fast when a lock has been acquired, compared to when a lock is being acquired.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Locked Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Locked Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Radius:====&lt;br /&gt;
Defines the distance from the center of the screen to the base of the Hostile Triangle gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Base:====&lt;br /&gt;
Defines the width of the Hostile Triangle&#039;s base.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Height:====&lt;br /&gt;
Defines the height of the Hostile Triangle.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lead Indicator:|+Lead Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Primary Filename:====&lt;br /&gt;
Designates the file to use for primary linking for ships with a single primary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected (not that this should ever be able to happen), 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Filename:====&lt;br /&gt;
	&lt;br /&gt;
Designates the file to use for primary linking for ships with two primary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames:&lt;br /&gt;
* Frame 0 is no banks selected&lt;br /&gt;
* Frame 1 is 1st bank selected&lt;br /&gt;
* Frame 2 is 2nd bank selected&lt;br /&gt;
* Frame 3 is both banks selected/linked&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with a single secondary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected, 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 3 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected, 4th is bank 3 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Hidden By Comms Menu:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines whether the messages gauge may be drawn at the same time as the wingman comms menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; (messages are not visible while the comms menu is open)&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Offset:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines the vertical pixel offset added to the position of the bottom background frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]}}&lt;br /&gt;
&lt;br /&gt;
====Center Text On Gauge X-Position:====&lt;br /&gt;
{{Table375|&lt;br /&gt;
Sets whether to position the center of the text to the gauge&#039;s X-position.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; if the gauge is explicitly given a position, &#039;&#039;&#039;true&#039;&#039;&#039; otherwise&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Fixed Messages:|+Fixed Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
====N-gon Sides:====&lt;br /&gt;
{{Table190|&lt;br /&gt;
Defines the number of sides an N-gon radar has.  If defined, the standard radar&#039;s edge is drawn as an N-gon, instead of the standard ellipsoid.  Blips that are projected outside of the N-gon are snapped to the edge: the blip&#039;s angle stays the same but the blip&#039;s radius to the center of the plot area is reduced.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;0&#039;&#039;&#039; A value of 0 means to use the standard ellipsoid radar&lt;br /&gt;
*Minimum value: &#039;&#039;&#039;3&#039;&#039;&#039; (which is a triangle)&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]}}&lt;br /&gt;
&lt;br /&gt;
====N-gon Offset:====&lt;br /&gt;
{{Table190|&lt;br /&gt;
Defines the angular offset to apply to the N-gon perimeter.  The first vertex is at the 3 o&#039;clock position, positive offsets spin this vertex counter-clockwise, negative offsets spin this clockwise.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Float&#039;&#039;&#039; (radians)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=62780</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=62780"/>
		<updated>2020-11-24T13:30:38Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* Launcher */ Document &amp;quot;-get_flags&amp;quot; option&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TableVersionGit|2020-02-01|93f71ec20}}&lt;br /&gt;
&lt;br /&gt;
Command-Line Flags (also called Command-Line Parameters) are optional flags passed to the FSO executable, and generally enables one or more features added to the FS2 Open engine. These flags are accessed conveniently through an [[FSO Launcher]]. To have FSO list all available flags, use any one of the following: [[Command-Line_Reference#-help|-help]], [[Command-Line_Reference#-help|--help]], [[Command-Line_Reference#-help|-h]], or [[Command-Line_Reference#-help|-?]].&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
====-nospec====&lt;br /&gt;
{{Table37|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Specular&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables support for specular mapping.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-noglow====&lt;br /&gt;
{{Table37|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable glow maps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables support for glowmapping.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-noenv====&lt;br /&gt;
{{Table37|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable environment maps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables support for environment mapping.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-nonormal====&lt;br /&gt;
{{Table37|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable normal maps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables support for normal mapping.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-emissive_light====&lt;br /&gt;
{{Table190|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable emissive light from ships&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In retail FS2, ships had a pseudo light source applied to them to make them stand out against the background. Due to the changes in the render pipeline associated with HDR, this behaviour has been disabled by default; this cmdline option restores it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-noheight====&lt;br /&gt;
{{Table37|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable height maps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables support for height mapping.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-3dshockwave====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable 3D Shockwaves&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This only has any effect when both a 2D and 3D shockwave effect are present, otherwise the only available effect is used (2D shockwave is defined by effects/shockwave01.eff or .ani, and 3D shockwave by models/shockwave.pof)&lt;br /&gt;
&lt;br /&gt;
Note that 3D shockwaves are usually flat discs that FSO scales up. The animated 2D billboards used by 2D shockwaves with the addition of [[Command-Line Reference#-soft_particles|soft particles]], may look better when intersecting with models (which shockwaves often do). Use at your discretion.&lt;br /&gt;
&lt;br /&gt;
====-no_post_process====&lt;br /&gt;
{{Table190|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Post Processing&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of post-processing effects as defined by the post_process.tbl. Bloom usage has an additional cmdline option for setting its value, most post processing effects are achieved in mission per the mission designer or can be enabled globally in the table. Since post-processing is required for nebula effects post-3.8, it has been enabled by default as of Release 19.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-soft_particles====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable soft particles&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Applies a blending factor to particles depending on their proximity to geometry&lt;br /&gt;
&lt;br /&gt;
====-aa====&lt;br /&gt;
{{Table202|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable post-processing antialiasing&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
This flag enables antialiasing. Because FSO uses a deferred renderer, hardware-driven AA methods like MSAA cannot be used; the engine includes the well-established FXAA and SMAA post-processing shaders to get antialiasing instead.&lt;br /&gt;
By default, the &amp;quot;Low&amp;quot; preset of the SMAA shader will be used. If that is insufficient, or if it is to taxing on the GPU, the -aa_preset commandline parameter can be used to choose a different preset; this parameter takes a numeric argument ranging from 0 to 6. 0-2 correspond to the Low, Medium and High FXAA presets, 3-6 to the Low, Medium, High and Ultra SMAA presets respectively. The impact of these presets, both in terms of performance and in terms of visuals, can be observed in the F3 lab: The number keys 0-6 can be used to switch through the various AA presets on the fly there.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fxaa====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable FXAA antialiasing&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables the FXAA anti-aliasing. Further information can be found here: http://www.hard-light.net/forums/index.php?topic=76145.0&lt;br /&gt;
There is an associated parameter -fxaa_preset, which takes a number from 0 to 7; these can be used to set the effect&#039;s quality. Note that, while there are up to 7 possible values for this parameter, there are only 3 presets available: a value of 0-3 corresponds to the &amp;quot;Low&amp;quot; preset, 4-6 gets you the &amp;quot;medium&amp;quot; preset, and 7 and up switches to the &amp;quot;High&amp;quot; preset.&lt;br /&gt;
&lt;br /&gt;
This antialiasing mode should only be used on very old (read: 2005-2010 era) hardware. For all other systems, the -smaa flag (detailed below) should be used.&lt;br /&gt;
{{Table202|&lt;br /&gt;
This parameter has been deprecated in favour of the -aa parameter, as seen above&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-smaa====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable SMAA anti-aliasing&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables the SMAA anti-aliasing method. Like FXAA, this is a post-processing effect that provides an AA stage; It is a more advanced and therefore more resource-intensive effect, but generally produces higher-quality images.&lt;br /&gt;
Like -fxaa, there is a configurable flag -smaa_preset, which takes a number from 0 to 3; these correspond directly to the Low, Medium, High and Ultra presets of the SMAA shader.&lt;br /&gt;
&lt;br /&gt;
It is possible to compare the effectiveness of the different AA shaders by using the F3 lab: Load up any ship model and a background, then use the number keys 0 to x to switch through the various AA methods. 0-2 correspond to FXAA Low, Medium and High, 3-6 correspond to SMAA Low, Medium, High and Ultra.&lt;br /&gt;
{{Table202|&lt;br /&gt;
This parameter has been deprecated in favour of the -aa parameter, as seen above&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-nolightshafts====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable lightshafts&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables Lightshafts even if a mission designer enables them via SEXP in a mission.  This was previously documented as -flightshaftsoff but appears to have been changed to -nolightshafts for consistency before -flightshaftsoff was ever used in a released build.&lt;br /&gt;
&lt;br /&gt;
====-fb_explosions====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Framebuffer Shockwaves&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Applies a framebuffer distortion effect to shockwaves&lt;br /&gt;
&lt;br /&gt;
====-fb_thrusters====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Framebuffer Thrusters&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Applies a framebuffer distortion effect to Thrusters. NOTE: Only &amp;quot;point&amp;quot; thrusters are affected by this; modelled thrusters (as used on most retail models) are not affected by this.&lt;br /&gt;
&lt;br /&gt;
====-no_deferred====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Deferred Lighting&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION NEEDED&lt;br /&gt;
&lt;br /&gt;
====-enable_shadows====&lt;br /&gt;
{{table373|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable shadows&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables shadows where supported by the OpenGL version provided by the user&#039;s GPU. -shadow_quality can be used to control the quality level.&lt;br /&gt;
{{note|Currently doesn&#039;t support shadows for cockpits and show ship.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable vertical sync&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
&lt;br /&gt;
====-fps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show frames per second on HUD&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Another Pair of Scanning Lines&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Info next to Target&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
&lt;br /&gt;
====-orbradar====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enables 3D radar&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Orb style 3D radar will replace the standard 2D version.&lt;br /&gt;
&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Rearm/Repair Completion Timer&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable the analog Ballistic Ammo gauge&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
&lt;br /&gt;
====-window====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Run in Window&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
&lt;br /&gt;
====-fullscreen_window====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Run in Fullscreen Window&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Runs the game in a borderless window.&lt;br /&gt;
&lt;br /&gt;
====-stretch_menu====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Stretch interface to fill screen&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scales the interface to fill the screen without preserving the aspect ratio. Omit this to keep the aspect ratio, adding black bars where appropriate.&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
&amp;quot;Disable scale-to-window for Movies&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable motion debris&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use Models for Ship Selection&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &amp;lt;br&amp;gt;&lt;br /&gt;
If a mod does not supply the required interface art for a ship, this mode will be used instead.&lt;br /&gt;
&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use Models for Weapon Selection&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen.  &amp;lt;br&amp;gt;&lt;br /&gt;
If a mod does not supply the required interface art for a weapon, this mode will be used instead.&lt;br /&gt;
&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable 3D Warp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Flash upon Warp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
&lt;br /&gt;
====-no_ap_interrupt====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Interrupting of AutoPilot&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
&lt;br /&gt;
====-nosound====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Sound and Music&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-nomusic====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables Music&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-no_enhanced_sound====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable enhanced sound&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the enhanced sound rendering functions enabled by OpenAL Soft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Launcher===&lt;br /&gt;
&lt;br /&gt;
====-portable_mode====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Store config in portable location&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uses the root directory of FSO for storing pilot and config files. The current launcher does not have proper support for this yet so you need to manually copy the fs2_open.ini from the original config directory to your FreeSpace Root directory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====-parse_cmdline_only====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Parse Command Line Only&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Parse only the application command line settings, and ignore any that may have been set in the on-disk data/cmdline_fso.cfg or per-user cmdline_fso.cfg (on Linux/Mac)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====-get_flags====&lt;br /&gt;
{{Table38|&#039;&#039;&#039;&amp;quot;Output the launcher flags file&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
Used by launchers to get certain information from FSO via binary file or stdout.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &#039;&#039;&#039;binary&#039;&#039;&#039; or &#039;&#039;&#039;json_v1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;binary&#039;&#039;&#039; will output info to a binary file in the root directory (probably within AppData)&lt;br /&gt;
&#039;&#039;&#039;json_v1&#039;&#039;&#039; will output via stdout on the console a .json object as a string}}&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
&lt;br /&gt;
====-standalone====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Run as Stand Alone Server&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Creates a standalone multi-player server.&lt;br /&gt;
&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip Mainhall and Start Hosting&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you launch and choose a pilot within the game, you will immediately have begun to host a game.  This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow.  -startgame has no effect when -standalone is used.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]  [[Command-Line_Reference#-gamename|-gamename]]  [[Command-Line_Reference#-allowabove|-allowabove]]  [[Command-Line_Reference#-allowbelow|-allowbelow]]&lt;br /&gt;
&lt;br /&gt;
====-closed====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Start Hosted Server as Closed&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hosts a new game in a closed state, where no one can join until the in-game &amp;quot;Close&amp;quot; button is cleared.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -restricted or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Host Confirms Join requests&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hosts a new game in a restricted state.  The host is presented with option to accept or deny each client&#039;s request to join the game.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-multilog====&lt;br /&gt;
Creates a log file with a summary of packets sent and received in multiplayer games.  The file is saved as \data\multi.log within the active mod folder&amp;amp;mdash;or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
{{Note| This feature is not available in current builds.}}&lt;br /&gt;
&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables Flight Deck option&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
====-gateway_ip====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Set gateway IP address&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Setting of Gamma&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
&lt;br /&gt;
====-nomovies====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Video Playback&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Parsing Errors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables. The errors are there for a reason.&lt;br /&gt;
&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Load all weapons, even those not used&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-disable_fbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL RenderTargets&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-disable_pbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL Pixel Buffer Objects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of Pixel Buffer Objects (PBO) which may cause certain OpenGL operations to perform slower. Note PBO&#039;s were only used at three places in FSO anyway so it&#039;s *probably* not going to have a noticeable effect.  &lt;br /&gt;
&lt;br /&gt;
May be required to workaround issues in certain versions of Linux&#039;s Mesa drivers for Intel integrated graphics cards where crashes occur in the mainhall (i.e. whenever a popup occurs). Distros that seem to have this problem presently include Ubuntu 13.10 and openSUSE 13.1.&lt;br /&gt;
{{Table371|&lt;br /&gt;
*This feature is present to work around a bug in Linux&#039;s Mesa drivers for Intel integrated graphics cards}}&lt;br /&gt;
&lt;br /&gt;
====-ati_swap====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Fix Color issues on some ATI cards&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://scp.indiegames.us/mantis/view.php?id=1669 Mantis #1669] is what led to this flag&#039;s creation.&lt;br /&gt;
&lt;br /&gt;
====-no_3d_sound====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use only 2D/stereo for sound effects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable mipmapping&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Causes for non-mipmapped textures to have mipmaps generated within the GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height). &amp;lt;br&amp;gt;&lt;br /&gt;
Since the use of already mipmapped DDS textures has become common, it has become deprecated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-use_gldrawelements====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use glDrawElements instead of glDrawRangeElements&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Introduced as a means of switching to the slower OpenGL call glDrawElements, instead of glDrawRangeElements.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*This feature may resolve certain rendering problems where parts of models are not drawn on Linux drivers}}&lt;br /&gt;
&lt;br /&gt;
====-gl_finish====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Fix input lag on AMD+Linux&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
{{Table371|&lt;br /&gt;
This option adds a &amp;quot;glFinish()&amp;quot; call just prior to swapping buffers. It works around an issue with &amp;quot;recent&amp;quot; (HD 6000 &amp;amp; newer?) AMD cards using proprietary drivers on Linux. Be warned that enabling this may reduce framerate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Refer to [http://www.hard-light.net/forums/index.php?topic=88102.0 this thread] and [https://github.com/ValveSoftware/Source-1-Games/issues/765 Valve&#039;s bugtracker] for more details).&lt;br /&gt;
&lt;br /&gt;
====-no_geo_effects====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable geometry shader for effects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Particle rendering uses geometry shaders for high performance, this flag disables that behaviour.&lt;br /&gt;
&lt;br /&gt;
====-set_cpu_affinity====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Sets processor affinity to config value&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use this to force FSO to run on the specified core. CPU cores are numbered starting with 0 for the first core.&lt;br /&gt;
&lt;br /&gt;
====-nograb====&lt;br /&gt;
Disables focus grabbing in a window.&lt;br /&gt;
{{Note| This feature is not available on Windows.}}&lt;br /&gt;
&lt;br /&gt;
====-noshadercache====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables the shader cache&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On GPUs with support for OpenGL 4 and higher, FSO caches the compiled shaders for increased performance.&lt;br /&gt;
&lt;br /&gt;
====-fix_registry====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use a different registry path&amp;quot;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
DESCRIPTION NEEDED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Allows Ingame Joining&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
&lt;br /&gt;
====-voicer====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Voice Recognition&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Windows-only.  Enables voice-recognition for wingmen commands.  Must be specifically compiled into a build in order for it to be available; 3.6.10 final includes the feature.  See [[Voice Recognition]] for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
&lt;br /&gt;
====-bmpmanusage====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show how many BMPMAN slots are in use&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds a BMPMAN slot usage display near where the FPS display is (or would be, if it&#039;s not enabled). Can be used by mod makers to see if they need to increase their [[Game_settings.tbl#$BMPMAN Slot Limit:|BMPMAN slot limit]].&lt;br /&gt;
&lt;br /&gt;
====-pos====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Position of Camera&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
&lt;br /&gt;
====-stats====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Statistics&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Coordinates&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====-pofspew====&lt;br /&gt;
Loads all POF files in the current mod and prints out information on their LODs and mesh faces.  In previous version of FSO this command also generated IBX cache files for each object in the data/cache folder for that mod, but IBX cache files are no longer used. &amp;lt;br&amp;gt;&lt;br /&gt;
Nowadays, this command is most useful for quickly checking all models in a mod for any debug errors.&lt;br /&gt;
&lt;br /&gt;
====-weaponspew====&lt;br /&gt;
{{table202|&lt;br /&gt;
Outputs information about player-allowed weapons (and child munitions) to the log file.  This includes a CSV with comparative stats on all weapons, as well as MediaVP-style descriptions for the loadout screen. &amp;lt;br&amp;gt;&lt;br /&gt;
The command &#039;-weaponspew all&#039; will print all weapons, not just player-allowed weapons.}}&lt;br /&gt;
&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.&lt;br /&gt;
Example usage: &amp;quot;-table_crcs MediaVPs&amp;quot; will create a table_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the tables used by that mod while on-line. The descriptive parameter given helps &amp;quot;allocate&amp;quot; that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.&lt;br /&gt;
&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.&lt;br /&gt;
Example usage: &amp;quot;-mission_crcs MediaVPs&amp;quot; will create a mission_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the missions used by that mod while on-line. The descriptive parameter given helps &amp;quot;allocate&amp;quot; that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.&lt;br /&gt;
&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Collisions&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Weapon Rendering&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported SEXP&#039;s.&lt;br /&gt;
&lt;br /&gt;
Just double click on sexps.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.&lt;br /&gt;
&lt;br /&gt;
Just double click on scripting.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-save_render_target====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Save Render Targets to file&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-verify_vps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Spew VP crcs to vp_crcs.txt&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exports the CRC values of the VP files being loaded into a vp_crcs.txt file.&lt;br /&gt;
&lt;br /&gt;
====-reparse_mainhall====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Reparse mainhall.tbl when loading halls&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mainhall.tbl will be reparsed every time a mainhall is loaded, as opposed to just once at game startup.&lt;br /&gt;
&lt;br /&gt;
====-noninteractive====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables interactive dialogs&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
Disables all dialogs and chooses the default option when one would be displayed. Very useful for a standalone server on a headless system.&lt;br /&gt;
&lt;br /&gt;
====-no_unfocused_pause====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t pause if the window isn&#039;t focused&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the FSO window looses focus it will not pause the game, useful for doing non-interactive test runs.&lt;br /&gt;
&lt;br /&gt;
====-benchmark_mode====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Puts the game into benchmark mode&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
See [[Benchmarking]] for more information.&lt;br /&gt;
&lt;br /&gt;
====-profile_frame_time====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Profile frame time&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Activates the frame profiling code. This presents a readout showing the current, minimum, maximum and average percentages of frametime a given section of code has taken up; this can be used to identify particular bottlenecks or measure the effectiveness of certain optimizations.&lt;br /&gt;
&lt;br /&gt;
====-profile_write_file====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Write profiling information to file&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will write the frame times of each gameplay frame to the file &#039;profiling.csv&#039; where each line is &#039;&#039;&amp;lt;time&amp;gt;;&amp;lt;frametime&amp;gt;&#039;&#039;. Both times are measured in microseconds. &#039;&#039;time&#039;&#039; is measured from an arbitrary time in the past. To get consistent results the first &#039;&#039;time&#039;&#039; value should be substracted from all &#039;&#039;time&#039;&#039; values. The first two frames are usually very long because the timer is set at engine startup so you might want to exclude those from your data.&lt;br /&gt;
&lt;br /&gt;
====-json_profiling====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Generate JSON profiling output&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gathers information from the built-in profiling tools and writes them out to a .json file readable by the Google Chrome tracer or TraceCompass/SpaceCompass.&lt;br /&gt;
NOTE: This will create fairly massive data sets (several hundred megabytes per minute of gameplay). The files will be written to the subdirectory &amp;quot;tracing&amp;quot; in the FreeSpace data folder; FreeSpace will not create that folder automatically, however.&lt;br /&gt;
&lt;br /&gt;
====-debug_window====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Display Debug Window&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lists the fs2_open.log in (nearly)real-time generation.&lt;br /&gt;
&lt;br /&gt;
====-gr_debug====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Output graphics debug information&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
The following options are not available as checkboxes in the launcher and must be entered into the &amp;quot;Custom flags&amp;quot; field.  Many require parameters, which follow the flag separated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Lighting===&lt;br /&gt;
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This page]] has some sample lighting settings with screenshots. Largely sourced from [https://www.hard-light.net/forums/index.php?topic=94875.msg1870215#msg1870215 this thread].&lt;br /&gt;
&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. The way this works is a bit weird. (ambient factor * 2) - 255 is &amp;quot;added&amp;quot; to mission ambient, but since this will almost always be a negative value it&#039;s actually removed from mission ambient. Because of how light values are clamped it cannot go below 5.1, ambient_factor 70 will result in -115 to mission ambient which is 120 by default. 70 is essentially the lowest ambient for missions with default ambient settings which are all retail missions and the vast majority of mod missions. FS2&#039;s standard value is 120. 70 is basically no ambient, 80 is a bit of ambient, and 90 is quite a bit of ambient(ships will look bright from all sides). Anything above that will make ships look incredibly &amp;quot;flat&amp;quot;. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
This is a multiplier that adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. If you want lasers to light up more set this to around 2. If you want less lighting, set it to around 0.5. Default is 1.0. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
This is a multiplier that adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. For non-PBR models it will make their sun-lit side very shiny and reflective; for PBR models it will make the sun-lit side a lot brighter. There&#039;s no flag to control diffuse static lighting so non-PBR models will always have the same amount of light come from suns. Default is 1.0. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
This is a multiplier that adjusts how much beam weapons contribute to specular highlights. Higher numbers mean a greater contribution. If you want lasers to light up more set this to around 2. If you want less lighting, set it to around 0.5. Default is 1.0. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-ogl_spec====&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;This feature is now deprecated, it will have no effect on rendering.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL.  A lower value reduces the overall intensity of the light making it broader and less powerful.  A higher value makes it more focused and brighter.  The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;This feature is now deprecated, it will have no effect on rendering.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
====-bloom_intensity====&lt;br /&gt;
Requires -post_processing (&amp;quot;Enable Post Processing&amp;quot;) command.&lt;br /&gt;
Default value is 25. Range is 0-200.&lt;br /&gt;
&lt;br /&gt;
====-shadow_quality====&lt;br /&gt;
{{table373|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Set shadows quality&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This sets the resolution for the shadow maps the engine uses for real-time shadowing.&lt;br /&gt;
Note that higher resolutions require more processing power and VRAM; this feature is only recommended for users with a decently powerful dedicated GPU.&lt;br /&gt;
Valid ranges are 0 to 4 with 2 being the default. &lt;br /&gt;
&lt;br /&gt;
* 0 disables shadows (so there&#039;s no point in setting it!)&lt;br /&gt;
* 1 uses 512x512 resolution (lower quality)&lt;br /&gt;
* 2 uses 1024x1024 resolution (medium quality)&lt;br /&gt;
* 3 uses 2048x2048 resolution (high quality)&lt;br /&gt;
* 4 uses 4096x4096 resolution (ultra quality) &lt;br /&gt;
&lt;br /&gt;
Currently this requires -enable_shadows to be set, or it has no effect.&lt;br /&gt;
}}&lt;br /&gt;
{{table38|No longer requires -enable_shadows to be set.}}&lt;br /&gt;
&lt;br /&gt;
====-anisotropic_filter====&lt;br /&gt;
{{table382|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Set anisotropic filtering level&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
Valid ranges are 1 to whatever maximum the GPU supports (which should be 16 for most currently available GPUs)&lt;br /&gt;
By default, the GPUs&#039; max supported level is used; set this to 1 if you want the minimum level available.}}&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
====-res====&lt;br /&gt;
Allows you to specify a resolution if the desired one cannot be set in the Launcher. &lt;br /&gt;
For example, -res 1920x1080 would run the game in 1920 x 1080 resolution. Since it requires an argument, it needs to be entered as a custom flag when using the Launcher. The &amp;quot;Run at specified resolution&amp;quot; option the Launcher gives is essentially this, but without being able to actually specify a resolution, it doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
====-center_res====&lt;br /&gt;
Specifies how much of the screen area should be utilized by menus, movies, the HUD, and various other 2D graphics. Intended for use with configurations with an extremely wide field of view, such as triple-monitor setups.&lt;br /&gt;
&lt;br /&gt;
By default, if the screen resolution&#039;s aspect ratio is wider than 7:2, most 2D elements utilize only the center 3/10 of the screen area. This setting allows users to override this behavior to make better use of the center monitor. (The reason for using 3/10 rather than 1/3 is that many triple-monitor setups use bezel correction, which reduces the fraction of the screen area that the center monitor displays.)&lt;br /&gt;
&lt;br /&gt;
For example, if the screen resolution is 6000x1080, then -center_res 1920x1080 will keep most 2D graphics in the center 1920x1080 area. This setting is automatically scaled to fit the screen resolution, so (assuming the resolution is still 6000x1080) -center_res 1280x720 is given, then that resolution is enlarged to 1920x1080.&lt;br /&gt;
&lt;br /&gt;
====-aa_preset====&lt;br /&gt;
{{table202|&lt;br /&gt;
This parameter can be used to select the AA solution the engine is using. Valid values are 0 to 6 inclusive:&lt;br /&gt;
* 0: FXAA Low&lt;br /&gt;
* 1: FXAA Medium&lt;br /&gt;
* 2: FXAA High&lt;br /&gt;
* 3: SMAA Low&lt;br /&gt;
* 4: SMAA Medium&lt;br /&gt;
* 5: SMAA High&lt;br /&gt;
* 6: SMAA Ultra&lt;br /&gt;
&lt;br /&gt;
The various AA presets can be tested in the F3 lab; the number keys from 0-6 switch between the various presets as described above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fxaa_preset====&lt;br /&gt;
Requires both -post_processing and -fxaa. Can be used to adjust the FXAA quality and speed, 0 is fastest, 9 is highest quality. Default setting is 6.&lt;br /&gt;
{{table202|Has been superceded by the -aa_preset cmdline argument}}&lt;br /&gt;
&lt;br /&gt;
====-smaa_preset====&lt;br /&gt;
Requires both -post_processing and -smaa. Can be used to adjust the SMAA quality and speed, 0 is low, 1 is medium, 2 is high, and 3 is ultra (highest quality). Default setting is 1.&lt;br /&gt;
{{table202|Has been superceded by the -aa_preset cmdline argument}}&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
&lt;br /&gt;
====-no_fps_capping====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t limit frames-per-second&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
&lt;br /&gt;
====-keyboard_layout====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Manually sets a keyboard layout&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A commandline parameter to set the keyboard layout as a string parameter.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Currently the only valid string is &amp;quot;qwertz&amp;quot; (German) but French azerty may be added in future.}}&lt;br /&gt;
&lt;br /&gt;
====-start_mission====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip the mainhall in jump right into the specified mission&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jump into the mission specified by the filename.  Only in effect on the first run. This will skip load of the mainhall and its other related things altogether.&lt;br /&gt;
&lt;br /&gt;
====-mod====&lt;br /&gt;
Specifies in which folders inside FreeSpace 2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside &#039;&#039;Freespace2/data/&#039;&#039; structure and &#039;&#039;Freespace2/vp archives&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This flag allows installing several different mods that modify retail behavior, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.&lt;br /&gt;
&lt;br /&gt;
It takes one argument string: the chain of names of the used directories. Comma (&#039;&#039;&#039;,&#039;&#039;&#039;) must be used as separator. In this way, &#039;&#039;&#039;-mod dir1,dir2,dir3,...,dirx&#039;&#039;&#039; causes the game to use the following directory precedence:&lt;br /&gt;
&lt;br /&gt;
#Freespace2/dir1/&lt;br /&gt;
#Freespace2/dir2/&lt;br /&gt;
#Freespace2/dir3/&lt;br /&gt;
# ... (the rest of the typed directories) ...&lt;br /&gt;
#Freespace2/dirx/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and [[mod.ini]] file.&lt;br /&gt;
&lt;br /&gt;
Within the Launcher&#039;s MOD tab you can select one directory, (let&#039;s call it &#039;&#039;moddir&#039;&#039;), so the flag is at least set to &#039;&#039;&#039;-mod moddir&#039;&#039;&#039;.&lt;br /&gt;
If &#039;&#039;Freespace2/moddir/[[mod.ini]]&#039;&#039; exists it will be used to modify the -mod flag, too.&lt;br /&gt;
&lt;br /&gt;
For further details, see &#039;&#039;&#039;[[mod.ini]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data precedence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to the Freespace2 installation directory.&lt;br /&gt;
&lt;br /&gt;
Inside each directory, data precedence is the following:&lt;br /&gt;
&lt;br /&gt;
#Individual files located in &#039;&#039;Current_dir/data/&#039;&#039; subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &amp;quot;similar&amp;quot; to zip archives. They just contain other files and folders. Moreover, files have to be stored using the same &#039;&#039;data/&#039;&#039; structure used outside it). &amp;lt;br&amp;gt;Vp archives are read in alphabetical order, so aaa.vp files have higher priority than aab.vp files and so on.&lt;br /&gt;
&lt;br /&gt;
The highest priority file overrides the rest of them. In this way, if you have a &#039;&#039;Mission.fs2&#039;&#039; inside &#039;&#039;Freespace2/Pri1/data/missions/&#039;&#039; it doesn&#039;t matter that this &#039;&#039;Mission.fs2&#039;&#039; is also inside &#039;&#039;Freespace2/Pri1/aaa.vp&#039;&#039;, &#039;&#039;Freespace2/Pri1/aab.vp&#039;&#039;, ... or &#039;&#039;Freespace2/data/missions/&#039;&#039;. This data precedence allows the user to quickly replace old files by corrected or enhanced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.&lt;br /&gt;
# This flag is also used by [[Portal:FRED|FRED]]. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (&#039;&#039;Fred2_Open_r.exe -MOD whatever&#039;&#039;), or FRED won&#039;t be able to use it. A special build of wxLauncher is able to configure FRED so that the -mod doesn&#039;t have to be done manually see [http://www.hard-light.net/forums/index.php?topic=67950.msg1387911#msg1387911 the forum post] for more details.&lt;br /&gt;
{{Table3612|As of 3.6.12 FRED now loads cmdline_fso.cfg just like FS does so FRED will use the same settings as FS including the -mod settings}}&lt;br /&gt;
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn&#039;t check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.&lt;br /&gt;
&lt;br /&gt;
{{Warning| &#039;&#039;&#039;Priority and Texture Formats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obsolete behavior - Until FS2_open v3.6.9.:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old &#039;&#039;TextureOfMyFighter.tga&#039;&#039;, do not save it as &#039;&#039;TextureOfMyFighter.dds&#039;&#039; in a higher priority place, because there is a chance of the game loading the old one despite of all.&lt;br /&gt;
&lt;br /&gt;
The reason to do this is that, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behavior can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New behavior - From FS2_open v3.6.10. (including previous beta testing releases):&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this &#039;&#039;strange&#039;&#039; situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds&#039;&#039; is loaded instead of &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga&#039;&#039;.&lt;br /&gt;
* But your improved &#039;&#039;/Freespace2/data/maps/MyTexture.xxx&#039;&#039; will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don&#039;t have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there&#039;s no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
This flag allows the player to specify the &#039;&#039;vertical&#039;&#039; Field of View (FoV) angle, in radians, for the player eyepoint. The angle is measured across the full height of the viewing cone. The FoV angle is technically known as the Angle of View (AoV)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039; Angle&lt;br /&gt;
*Valid Values: 0 to 2*Pi radians&lt;br /&gt;
*Default Value: 0.75 radians&lt;br /&gt;
&lt;br /&gt;
{{Note|For peculiar reasons, the actual FoV/AoV used by the game will be the supplied value multiplied by 1.39626348.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The the FoV angle/AoV is what determines the relative zoom level of the main game camera. Smaller angles generally equal to higher zoom levels, while larger angles equal to lower zoom levels (down to the theoretical x0 magnification).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, too small of an angle will have a squashed look on the edges of your screen, and too high of an angle will greatly stretch edges. It is recommended to change the AoV, as FS2&#039;s default AoV has some perspective distortion at the screen edges (the default AoV is too high).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A natural looking (as if you where physically in the cockpit) AoV depends on the distance the player&#039;s actual eyes are away from the screen: the further away from the screen, the smaller the AoV should be, and vice versa. &amp;quot;Ergonomic&amp;quot; distances generally yield a &#039;&#039;&#039;&#039;&#039;diagonal&#039;&#039;&#039;&#039;&#039; AoV of 0.523 radians (30 degrees), but you can easily find the natural AoV by the following formula:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AoV (radians) = 2 * atan( H / ( 2*D ))&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
Height of screen = H&lt;br /&gt;
&lt;br /&gt;
Distance between head/eye and the screen = D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally, gamers like to increase the AoV in order to increase their peripheral vision on the screen, so as to gain a better situational awareness around their craft. An AoV of 0.39 radians seems to be a good start, but feel free to experiment and use whatever AoV you are most comfortable with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Launcher===&lt;br /&gt;
&lt;br /&gt;
====-query_speech====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Does this build have Speech?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  &lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
&lt;br /&gt;
This argument does nothing when used with -standalone.  To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].&lt;br /&gt;
&lt;br /&gt;
See related:&amp;amp;nbsp;&amp;amp;nbsp; [[Command-Line_Reference#-startgame|-startgame]]&amp;amp;nbsp;&amp;amp;nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a standalone server.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -restricted.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]&lt;br /&gt;
&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a standalone server.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to host a game or serve a standalone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port on which the host will listen for clients.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
Automatically connect to multiplayer IP:PORT.&lt;br /&gt;
&lt;br /&gt;
Takes one string value, such as 192.168.0.1:&lt;br /&gt;
&lt;br /&gt;
====-timeout====&lt;br /&gt;
Multiplayer network timeout (secs).&lt;br /&gt;
&lt;br /&gt;
Takes one integer argument, the timeout value in seconds.  Default is 30.&lt;br /&gt;
&lt;br /&gt;
====-cap_object_update====&lt;br /&gt;
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low, then that&#039;s all the client will get. &lt;br /&gt;
&lt;br /&gt;
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
&lt;br /&gt;
====-help====&lt;br /&gt;
Instructs FSO to print out all supported parameters. Some launchers can use these options to automatically populate the available command line options, even if the version of FSO is far newer than the launcher itself. NOTE: This option only works in Linux builds...&lt;br /&gt;
&lt;br /&gt;
====--help====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-h====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-?====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Deprecated Options===&lt;br /&gt;
These options were present in the executable for some time, but have since been removed and deprecated. The engine will throw a non-fatal error when they are found in the commandline. Some of these functions have been removed entirely, others are now part of the standard operation of the engine.&lt;br /&gt;
&lt;br /&gt;
====-spec====&lt;br /&gt;
&lt;br /&gt;
====-env====&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
&lt;br /&gt;
====-height====&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
&lt;br /&gt;
====-img2dds====&lt;br /&gt;
&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
&lt;br /&gt;
====-nohtl====&lt;br /&gt;
&lt;br /&gt;
====-safeloading====&lt;br /&gt;
&lt;br /&gt;
====-timerbar====&lt;br /&gt;
&lt;br /&gt;
====-old_collision====&lt;br /&gt;
&lt;br /&gt;
====-json_pilot====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Dump pilot files in JSON format&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Writes the information stored in savefiles to JSON files.&lt;br /&gt;
&lt;br /&gt;
====-novbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL VBO&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-noibx====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t use cached index buffers (IBX)&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
&lt;br /&gt;
====-no_glsl====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable GLSL (shader) Support&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
====-disable_glsl_model====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t use shaders for model rendering&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-disable_di_mouse====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables the DirectInput mouse code for FSO on windows.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windows Only&#039;&#039;&#039; Can make mouse movement smoother on certain machines.&lt;br /&gt;
&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Cache bitmaps between missions&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-no_emissive_lighting====&lt;br /&gt;
See -emissive_lighting.&lt;br /&gt;
&lt;br /&gt;
====-post_process====&lt;br /&gt;
See -no_post_process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Completely Removed Options===&lt;br /&gt;
Using one of these is the same as using a random string.&lt;br /&gt;
&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=59112</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=59112"/>
		<updated>2020-04-15T16:18:20Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* +Weapon Range: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2017-08-25|2039815}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primaries weapons&#039;&#039;&#039; as well as &#039;&#039;&#039;beam cannons&#039;&#039;&#039; and &#039;&#039;&#039;flak cannons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***I haven&#039;t got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in Weapons.tbl or in earlier parsed *-wep.tbm files) by the time the *-wep.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Length:  1.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the width of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Head Radius: 0.75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the width of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Tail Radius: 0.75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*How much of a kinetic effect this weapon has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*This is somehow multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. Also $Mass is used to calculate intensity of &amp;quot;shudder&amp;quot; effect if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after travelling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turretted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
*The bolts of primaries will turn to face their target if this option is set to YES... but is otherwise the same as a normal bolt ( when the option is set to NO ).&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how well the missile maneuvers. Is defined as the number of seconds it takes the missile to do a 360 degree circle&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target. Especially when fired off-bore.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150&lt;br /&gt;
***Max: 0.5 (Resets to default if set over 0.5)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be travelling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO currently parses but doesn&#039;t use the value, and prints a warning in the log saying that the value will not be used.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when this weapon tracks a 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;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when this weapon has locked onto its target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the missile is currently flying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#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;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.  This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&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;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the shield impact explosion, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&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;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*If it has an EMP effect, how deeply it scrambles your electronics&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
**Duration of the EMP effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$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| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missiles centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Spawn angle can be defined as many times as the carrier missile has child weapons defined for it (up to 5).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 2 is a targeting beam that is used to trigger SSMs. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;,, only values from 0 to 4 are legal&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only needed when editing beams that already exist in other tables.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illiminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This controls how the FOF increases over time while the weapon is firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strenght of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon targetable with the B key, and the AI prefers to use it against large ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI to use this weapon only on capital ships}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.&lt;br /&gt;
&#039;&#039;&#039;Do not use this with MVPs or retail ships unless you increase their density to 10 or use either $Recoil Modifier: in weapons.tbl or $Ship Recoil Modifier in ships.tbl. This is to avoid exaggerated effects due to retail models having manually defined masses.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=59111</id>
		<title>Hud gauges.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=59111"/>
		<updated>2020-04-15T16:00:40Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* +Lead Sight: */ Changed description to make it more distinct from +Lead Indicator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersionGit|2016-09-14|f9bc01c}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;hud_gauges.tbl&#039;&#039;&#039; is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).&lt;br /&gt;
&lt;br /&gt;
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==HUD Configurations==&lt;br /&gt;
The following entries are used on the HUD system, but have not been grouped with any particular gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Load Retail Configuration:===&lt;br /&gt;
Optional. If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.&lt;br /&gt;
&lt;br /&gt;
If no, any missing (default) gauge will prompt an error.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Color:===&lt;br /&gt;
Optional. Sets the default HUD color for all gauges.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; Red, &#039;&#039;&#039;Integer&#039;&#039;&#039; Green, &#039;&#039;&#039;Integer&#039;&#039;&#039; Blue)&lt;br /&gt;
*Valid Values: all values from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Font:===&lt;br /&gt;
Optional. Sets the font type to use for the HUD. This can either be a string or a number. A string references a font with a specific name while a number references a font with a specific index in the fonts table. The number option is deprecated and is only there for backwards-compatibility. Use the name if possible.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;Integer&#039;&#039;&#039; font index number&lt;br /&gt;
*Valid Values: Any name or font index as defined in [[Fonts.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Only:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Sets gauges to be displayed only in Chase View.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Directives:===&lt;br /&gt;
Optional. Sets the default maximum number of directives displayed simultaneously.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; maximum number of directives&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Value: &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Escort Ships:===&lt;br /&gt;
Optional. Sets the default maximum number of escort ships to be shown in the escort list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
{{Warning|&lt;br /&gt;
Entries more than 16 will cause the list to overflow into the weapons list for resolutions lower than 1024x768.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length Unit Multiplier:===&lt;br /&gt;
Optional. Sets the multiplier to applied to the reported distances. For example, if the multiplier is 0.5, then the distance reported to the player will (or at least should) be 0.5 x actual distance.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Speed Unit Multiplier:===&lt;br /&gt;
Optional. Analogous to [[Hud_gauges.tbl#$Length Unit Multiplier:|$Length Unit Multiplier]], this sets the multiplier to be applied to all speeds reported to the player. For example, if the multiplier is 0.5, the the speed reported to the player will (or at least should) be 0.5 x actual speed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Values:&lt;br /&gt;
:&#039;&#039;&#039;The value used in $Length Unit Multiplier&#039;&#039;&#039;, or&lt;br /&gt;
:&#039;&#039;&#039;1&#039;&#039;&#039;, if $Length Unit Multiplier is undefined&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Wireframe Targetbox:===&lt;br /&gt;
Optional. Defines the default draw method for the target viewer (a.k.a. targetbox).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; Draw method ID&lt;br /&gt;
*Valid Values:&lt;br /&gt;
::&#039;&#039;&#039;0&#039;&#039;&#039; - Standard with full, bright lighting&lt;br /&gt;
::&#039;&#039;&#039;1&#039;&#039;&#039; - Wireframe&lt;br /&gt;
::&#039;&#039;&#039;2&#039;&#039;&#039; - Standard with proper lighting (i.e. lit the same as the actual target)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
::&#039;&#039;&#039;3&#039;&#039;&#039; - Untextured with full bright lighting (i.e. drawn with a single flat color)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Targetbox Shader Effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Optional. If set, defines a unique ID for a shader effect to be used when rendering a ship for the targeting box. The ID will be passed to the main shader as in [[Post_processing.tbl##Ship_Effects|#Ship_Effects]], but a table entry for the effect is not needed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lock Wireframe Mode:===&lt;br /&gt;
Optional. If set, prevents targetbox draw method from being changed during the gaming session.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, all gauges will use this value as the default for scaling individual gauge sizes (i.e. doesn&#039;t affect gauges that use Position:, and doesn&#039;t affect the values of Offset:.  In addition, if &amp;quot;$Load Retail Configuration:&amp;quot; is true then all unspecified retail gauges will use this value.&lt;br /&gt;
&lt;br /&gt;
If not set, defaults to yes. &lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Reticle Style:===&lt;br /&gt;
Optional. Defines which aiming reticle to use.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: &lt;br /&gt;
:&#039;&#039;&#039;FS1&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1_fs1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;FS2&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==#Gauge Config==&lt;br /&gt;
The following entries define default gauge appearance and behavior. Each gauge has the option of overriding these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
Deprecated and superceded by $Ships in FSO revision 9208. If defined, the following config data will only be used if the player ship is of the supplied ship class. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, ship class name&lt;br /&gt;
&lt;br /&gt;
===$Ships:===&lt;br /&gt;
Optional. Can be used to define a list of ships the hud definition that follows will be applied to. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*`Syntax: &#039;&#039;&#039;( &amp;quot;Class name 1&amp;quot; &amp;quot;Class name 2&amp;quot; )&#039;&#039;&#039;, ship class names formatted like a flag list.&lt;br /&gt;
&lt;br /&gt;
====$Load Retail Configuration:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Load Retail Configuration: 1|$Load Retail Configuration]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Color:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Color: 1|$Color]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Font:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Font: 1|$Font]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Chase View Only:====&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base:===&lt;br /&gt;
Required. Defines the base resolution for this HUD configuration, upon which other gauge options (such as [[Hud_gauges.tbl#Position:|Position:]] / [[Hud_gauges.tbl#Origin:|Origin:]] / [[Hud_gauges.tbl#Offset:|Offset:]]) will use as its coordinate system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, will configure gauges Scaling behaviour for gauges in this #Gauge Config section. i.e. overriding the default, or the value specified at the top of the file.  Individual gauges can override this setting.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Required Aspect:===&lt;br /&gt;
Optional. If set, this configuration will only be loaded for the specified aspect ratios.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
:&amp;quot;Full Screen&amp;quot; (4:3, aspect ratio &amp;lt; 1.5)&lt;br /&gt;
:&amp;quot;Wide Screen&amp;quot; (16:9, 16:10, or similar, aspect ratio &amp;gt;= 1.5)&lt;br /&gt;
&lt;br /&gt;
===$Min:===&lt;br /&gt;
Optional. Minimum resolution for this config. Any resolution lower than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Max:===&lt;br /&gt;
Optional. Maximum resolution for this config.  Any resolution higher than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Gauges:===&lt;br /&gt;
Following entries define gauge-specific behavior. For the most part, each gauge has its own overrides that, if not defined, would otherwise use the global values.&lt;br /&gt;
&lt;br /&gt;
Since many gauges have the same configuration options, each gauge entry has a list of valid sub-entries. Unless stated otherwise, these options must be defined in the same order as they are shown, starting from the top and ending at the bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Custom:====&lt;br /&gt;
Adds a custom gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Text:|Text:]]&lt;br /&gt;
:[[Hud_gauges.tbl#X Offset:|X Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Y Offset:|Y Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Type:|Gauge Type:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Active by default:|Active by default:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
{{table381|&lt;br /&gt;
====+Scripted Gauge:====&lt;br /&gt;
Adds a scripted gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Messages:==== &lt;br /&gt;
Adds a gauge that display mission messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Lines:|Max Lines:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Width:|Max Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Height:|Line Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Total Lifetime:|Total Lifetime:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Scroll Time:|Scroll Time]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Step Size:|Step Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hidden By Comms Menu:|Hidden By Comms Menu:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Training Messages:==== &lt;br /&gt;
Adds a text box, like the ones seen in the FS1 and FS2 training missions.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Support:====&lt;br /&gt;
Adds a text box that shows the Support ship&#039;s status and ETA&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Y-offset:|Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Status X-offset:|Dock Status X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Time X-offset:|Dock Time X-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Damage:==== &lt;br /&gt;
Adds a gauge that shows how much damage a target (or the player?) has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Offsets:|Hull Integrity Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Value X-offset:|Hull Integrity Value X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Height:|Subsystem Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem List Start Offsets:|Subsystem List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Value X-offset:|Subsystem Entry Value X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Wingman Status:==== &lt;br /&gt;
Adds a gauge that monitors the status of your wing and squadron.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional) (needs an animation with two frames, 1st is for alive wingmen, 2nd is for dead or missing wingmen)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
[[Hud_gauges.tbl#Fixed Header Position:|Fixed Header Position:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Size:|First Background Size:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Size:|Entry Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Offset:|Right Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Offset:|Last Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Single Wing Offsets:|Single Wing Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Multiple Wing Start Offsets:|Multiple Wing Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Wing Name Offsets:|Wing Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Offsets:|Dot Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Expansion Mode:|Expansion Mode:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Auto Speed:==== &lt;br /&gt;
Adds the Auto-Speed mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 4 frames, 3rd is without auto-match-speed enabled, 4th is with... and frames 0 &amp;amp; 1 are not used, done this way because retail fs2 uses the same animation file for the auto speed &amp;amp; auto targeting gauges)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Target:==== &lt;br /&gt;
Adds the Auto-target mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 2 frames, 1st is without auto-targeting enabled, 2nd is with)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Offsets:|Target Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Countermeasures:==== &lt;br /&gt;
Adds a gauge that monitors the amount of remaining countermeasures the player&#039;s ship currently has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Talking Head:==== &lt;br /&gt;
Adds a video window to display pilot message videos (a.k.a talking heads).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Offsets:|Animation Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Background Size:|Animation Background Size:]] (Deprecated)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Size:|Animation Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Directives:==== &lt;br /&gt;
Adds a gauge that displays all currently active directives (includes current , completed, and failed)&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Line Width:|Max Line Width:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Weapons:==== &lt;br /&gt;
Adds a weapon status and ammunition gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary BackgroundX-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Frame Height:|Top Primary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Secondary Frame Height:|Top Secondary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Start Y-offset:|Primary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Start Y-offset:|Secondary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Ammo X-offset:|Primary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Link X-offset:|Primary Weapon Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Name X-offset:|Primary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Ammo X-offset:|Secondary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Linked X-offset:|Secondary Weapon Linked X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Name X-offset:|Secondary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Reload X-offset:|Secondary Weapon Reload X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Entry Height:|Primary Weapon Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Entry Height:|Secondary Weapon Entry Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Objective notify:====&lt;br /&gt;
Adds a Objective notifier gauge. This gauge alerts the player when receiving a new objective, or when an objective has been completed or failed. Additionally, this gauge alerts the player when entering subspace, and when a Red Alert mission orders are being received (prior to a forced subspace jump).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Text Y-offset:|Objective Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Value Y-offset:|Objective Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Text Y-offset:|Subspace Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Value Y-offset:|Subspace Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Text Y-offset:|Red Alert Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Value Y-offset:|Red Alert Value Y-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Squad Message====&lt;br /&gt;
Adds the squad message gauge. In FS1 and FS2, this gauge is used to send commands to your squad. (?)&lt;br /&gt;
&lt;br /&gt;
*Valid sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]  (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset|Bottom Background Offset]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Command X-offset:|Command X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Up Offsets:|Page Up Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Down Offsets:|Page Down Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Lag:==== &lt;br /&gt;
Adds a Lag gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Mini Target Shields:====&lt;br /&gt;
Adds a mini Target shields gauge. In FS1 and FS2, the Mini Target Shield gauge is the one right below the center reticle, and shows the hull damage in %&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (animation needs 8 frames; 0-&amp;gt;3 are the top, right, bottom &amp;amp; left shield quads; 4-&amp;gt;7 are the same except brighter for when the quad is flashing from being hit)&lt;br /&gt;
:[[Hud_gauges.tbl#3 Digit Hull Offsets:|3 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#2 Digit Hull Offsets:|2 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#1 Digit Hull Offsets:|1 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Player Shields:==== &lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the player&#039;s craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Shields:====&lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the targeted craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Escort View:====&lt;br /&gt;
Adds an escort monitor/view gauge. This gauge monitors the status of all ships assigned to the player to escort.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Stagger Width:|Entry Stagger Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull X-offset:|Hull X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status X-offset:|Status X-offset]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Ship Name Max Width:|Ship Name Max Width:]] (Optional)}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Right-Align Ship Names:|Right-Align Ship Names:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Mission Time:==== &lt;br /&gt;
Adds a gauge that displays the current mission time.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+ETS Retail:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Draws the three other ETS gauges as a single gauge.  Will automatically rearrange itself (like retail) if shields or other systems are missing.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Offset:|Gauge Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+ETS Weapons:====&lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the energy weapons.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Engines:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the afterburner/engines.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Shields:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the shields.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Monitor:==== &lt;br /&gt;
Adds a target monitor gauge that shows the targeted ship&#039;s relative orientation and hull strength, among other things.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional) (needs animation with 2 frames, 1st is the background for the target, 2nd is the border; rendered last)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Alpha Mask Filename:|Monitor Alpha Mask Filename:]] (Optional) (needs animation with a single frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional) (needs animation with 2 frames, 1st is a zero/dark filled bar, 2nd is a max/bright filled bar)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Offsets:|Viewport Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Size:|Viewport Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Offsets:|Integrity Bar Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Foreground Clip Height:|Integrity Bar Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status Offsets:|Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Class Offsets:|Class Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Distance Offsets:|Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Offsets:|Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Contents Offsets:|Cargo Contents Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Start Offsets:|Cargo Scan Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Size:|Cargo Scan Size:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Name Offsets:|Subsystem Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Integrity Offsets:|Subsystem Integrity Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Disabled Status Offsets:|Disabled Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Desaturate:|Desaturate:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Extra Target Data:====&lt;br /&gt;
Adds a gauge that displays &amp;quot;extra&amp;quot; target data, such as its current orders and docking status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 1 frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bracket Offsets:|Bracket Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Max Width:|Dock Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Order Max Width:|Order Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar:====&lt;br /&gt;
Adds a standard radar gauge&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar Orb:====&lt;br /&gt;
Adds a 3D orb radar gauge&lt;br /&gt;
 &lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used) &lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar BSG:==== &lt;br /&gt;
Adds a BSG style radar (a.k.a DRADIS).&lt;br /&gt;
&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XY Disc Filename:|XY Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XZ YZ Disc Filename:|XZ YZ Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Sweep Disc Filename:|Sweep Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Default Contact Filename:|Default Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unknown Contact Filename:|Unknown Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Loop Volume:|Loop Volume:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Minimum Beep Delay:|Minimum Beep Delay]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Afterburner Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining afterburner energy. Note that it only supports a vertical fill.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, the 1st is the bar lit for zero energy, the 2nd is the bar lit for max energy)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining weapon energy. Note that it only supports a vertical fill. &lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 4 frames, the 3rd is the bar lit for zero energy, the 2nd is the bar lit for max energy, frames 1 &amp;amp; 2 are not used)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Text Alignment:|Text Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Always Show Text:|Always Show Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Follows:|Text Follows:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Ballistic Ammo:|Show Ballistic Ammo:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Offsets:|Armed Guns List Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Alignment:|Armed Guns List Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Entry Height:|Armed Guns List Entry Height:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Text Warnings:==== &lt;br /&gt;
Adds a gauge that warns the player (current warnings are EMP, Launch, Evaded, Collision, Blast &amp;amp; Engine Wash).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Center Reticle:==== &lt;br /&gt;
Adds a &amp;quot;custom&amp;quot; center reticle.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint display:|Firepoint display:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint size:|Firepoint size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint X coordinate multiplier:|Firepoint X coordinate multiplier:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint Y coordinate multiplier:|Firepoint Y coordinate multiplier:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Throttle:====&lt;br /&gt;
Adds a gauge that shows the current throttle position.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Bottom Y-offset:|Foreground Clip Bottom Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Width:|Foreground Clip Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Background:|Show Background:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Speed Label Offsets:|Max Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Max Speed Label:|Show Max Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Min Speed Label:|Show Min Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Center Offsets:|Orbit Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Radius:|Orbit Radius:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Current Speed Offsets:|Current Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Speed Offsets:|Target Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Percentage:|Show Percentage:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Glide Status Offsets:|Glide Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Match Speed Status Offsets:|Match Speed Status Offsets:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Threat Indicator:==== &lt;br /&gt;
Adds a gauge that indicates when a lock-on has been achieved by an attacker, and if the player is being shot at.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Filename:|Dumbfire Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Offsets:|Dumbfire Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Offsets:|Lock Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Multiplayer Messages:====&lt;br /&gt;
Adds a gauge that displays the multiplayer messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Voice Status:====&lt;br /&gt;
Adds a gauge that displays the voice status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Ping:====&lt;br /&gt;
Adds a gauge that the ping time to the multiplayer server.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Supernova:====&lt;br /&gt;
Adds a gauge that warns the player of an impending supernova shock wave.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lock Indicator:====&lt;br /&gt;
Adds a Lock Indicator gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Filename:|Locked Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Center Offsets:|Lock Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Center Offsets:|Locked Center Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Offscreen Indicator:====&lt;br /&gt;
Adds an Offscreen Indicator.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Brackets:====&lt;br /&gt;
Adds a Target Bracket gauge. This is drawn around current target(s) and talkers.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Hostile Triangle:====&lt;br /&gt;
Adds a gauge that points to the nearest attacker, if it is off-screen and is not currently targeted.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Triangle:====&lt;br /&gt;
Adds a gauge that points to the targeted craft, if it is currently off-screen.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Missile Triangles:====&lt;br /&gt;
Adds a gauge that is used during attempting to lock onto a target when using an aspect seeking missile.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Indicator:====&lt;br /&gt;
Adds a gauge that leads (is in front) of the target.  Aim your crosshairs at this indicator to increase probability of hitting the target.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0: Secondaries lead indicator (Dumbfire)&lt;br /&gt;
::Frame #1: Secondaries lead indicator (Homing)&lt;br /&gt;
::Frame #2: Primaries lead indicator&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Orientation Tee:====&lt;br /&gt;
Adds a gauge that indicates the targeted craft&#039;s orientation in relation to the player&#039;s craft.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Sight:====&lt;br /&gt;
Adds a gauge that lags (is behind) the target.  Indicates where your shots will end up relative to the target&#039;s position.  To score a hit, this gauge should be over the target.  Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0 is used for secondaries&lt;br /&gt;
::* If only one frame is found in the file, then it is used for primaries instead&lt;br /&gt;
::Frame #1 is used for primaries&lt;br /&gt;
&lt;br /&gt;
====+Kills:====&lt;br /&gt;
Adds a gauge that keeps track of how many kills the player has scored during a mission.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Linking:====&lt;br /&gt;
Adds a gauge that indicates the selected weapons and their firing rates.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Filename:|Single Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Filename:|Double Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Filename:|Single Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Filename:|Double Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Filename:|Triple Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Offsets:|Single Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Offsets:|Double Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Offsets:|Single Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Offsets:|Double Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Offsets:|Triple Secondary Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Fixed Messages:====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table375|&lt;br /&gt;
:[[Hud_gauges.tbl#Center Text On Gauge X-Position:|Center Text On Gauge X-Position:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Flight Path Marker:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Adds a gauge that indicates the direction where your ship is traveling. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Warhead Count:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Displays the name of the current secondary weapon. Tallies the ammo left. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Count Offsets:|Count Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Width:|Icon Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Height:|Icon Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Icons:|Max Icons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Columns:|Max Columns:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Alignment:|Name Alignment:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Hardpoints:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Draws a silhouette of the player&#039;s ship and mounted weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Width:|Line Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#View Direction:|View Direction:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Primary Weapons:|Show Primary Weapons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Secondary Weapons:|Show Secondary Weapons:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Primary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays primary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Secondary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays secondary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unlink X-offset:|Unlink X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Reload X-offset:|Reload X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$End Gauges===&lt;br /&gt;
The Gauges section must end with $End Gauges. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Gauge Configuration Options==&lt;br /&gt;
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Position:====&lt;br /&gt;
Defines the screen coordinates for the upper left corner of this gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel position&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]] (and many others)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scale Gauge:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define if a gauge size will scale or not. &lt;br /&gt;
&lt;br /&gt;
If false then gauge bitmaps will always show at their original size which may result in gauges being very small at high resolutions.&lt;br /&gt;
&lt;br /&gt;
If true then gauge bitmaps will scale in proportion to the current resolution vs the base HUD resolution in use. This may result in gauges becoming blurry at non-base resolutions.&lt;br /&gt;
&lt;br /&gt;
Defaults to yes/true.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039; scale_this_gauge&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Force Scaling Above:====&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If scaling is disabled for this gauge, then it will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Origin:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge position as a ratio of the screen size (base or current, it doesn&#039;t matter).&lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Offset:|Offset:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039; horizontal ratio 0.0 - 1.0, &#039;&#039;&#039;Float&#039;&#039;&#039; vertical ratio 0.0 - 1.0&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Offset:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge offset from [[Hud_gauges.tbl#Origin:|Origin:]] in base resolution pixels &lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Origin:|Origin:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel offset from Origin:, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel offset from Origin:&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Cockpit Target:====&lt;br /&gt;
The cockpit display that this gauge will be rendered to. Refers to the +Display Name: defined in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; String defined in +Display Name: in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]]&lt;br /&gt;
&lt;br /&gt;
=====Canvas Size:=====&lt;br /&gt;
The off-screen canvas this gauge will be rendered to before being interpolated into the actual cockpit display.  The smaller this number is, the larger the gauge will appear on the cockpit display.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Offset:=====&lt;br /&gt;
The position of the canvas on the cockpit display texture&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Size:=====&lt;br /&gt;
The interpolated size on the cockpit display texture that the canvas will be rendered to.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
====Color:====&lt;br /&gt;
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$Color: 1|$Color]] HUD option and [[Hud_gauges#$Color: 2|$Color]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Font:====&lt;br /&gt;
Optional. Overrides both previous font settings ([[Hud_gauges.tbl#$Font: 1|$Font]] HUD option and [[Hud_gauges#$Font: 2|$Font]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name:====&lt;br /&gt;
Defines the name of this custom gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text:====&lt;br /&gt;
Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====X Offset:====&lt;br /&gt;
Optional. Defines the horizontal pixel offset (from the gauge&#039;s origin as defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Y Offset:====&lt;br /&gt;
Optional. Defines the vertical pixel offset (from the gauge&#039;s origin defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Gauge Type:====&lt;br /&gt;
Defines the type of gauge this is.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any one of the possible [[gauge types]].&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slew:====&lt;br /&gt;
Optional. Determines whether or not this gauge is affected by afterburner shaking or similar effects. If set to &amp;quot;true&amp;quot;, the gauge will &amp;lt;strong&amp;gt;not&amp;lt;/strong&amp;gt; follow the player&#039;s head movements when using TrackIR/padlock. i.e. should be used for gauges like the gunsight/leadsight.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Max Lines:====&lt;br /&gt;
Optional. Specifies the maximum number of message lines that are displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Width:====&lt;br /&gt;
Optional. Determines how long each message line may be.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Line Height:====&lt;br /&gt;
Optional. Determines the distance between line origins. (i.g. for a 12pt Font, there are needs to be at least 12 pixels between the bottom of one line and the next, otherwise the text will overlap each)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 9&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
====Total Lifetime:====&lt;br /&gt;
Optional. Determines the maximum time the message gauge will be displayed from the time a new message is received.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 14000 (14 seconds)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scroll Time:====&lt;br /&gt;
Optional. Determines the time for the messages to scroll up one step.( See [[Hud_gauges.tbl#Step Size:|Step Size:]] )&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 30&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Step Size:====&lt;br /&gt;
Optional. Determines how many pixels to shift message lines during scrolling. Messages will be shifted up by this amount until they are on the next line (as defined by [[Hud_gauges.tbl#Line Height:|Line Height:]])&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Active by default:====&lt;br /&gt;
Optional. Determines whether or not this gauge is always active, or only available after being activated via sexp.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Filename:====&lt;br /&gt;
Designates the [[Multimedia_Files#ANI|.ANI]] or [[Multimedia_Files#EFF|.EFF]] used for this gauge&#039;s background graphic.&lt;br /&gt;
{{Note| All HUD .ANI&#039;s must have the same color palette as the retail .ANI&#039;s in order to render properly. (.EFF&#039;s do not have this restriction)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
**No filename extension is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the top background. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Bottom background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Left side of gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====First Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Right side of the gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Last Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the (Wing) Entry section of the gauge (aka the middle sections).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]], [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Middle Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Middle Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Entry Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Filename:====&lt;br /&gt;
Optional. Designates an alternate file to be used for ballistic weapons.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename]], [[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename]], [[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename]], [[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename]], [[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename]], [[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Filename:====&lt;br /&gt;
Optional. Designates which file to use for the wingman graphic (a.k.a. the Dot)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for headers of various gauges&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:Weapons:&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]],  [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fixed Header Position:====&lt;br /&gt;
Optional. If set, the header text will not change position when the gauge changes size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Y-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship Text. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Value Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the value label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Status X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock status. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Time X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock time. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the Damage gauge Hull integrity textbox(?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Value X-offset:====&lt;br /&gt;
Optional. Designates the offsets from the hull integrity textbox&#039;s upper left corner for the hull integrity value. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Background Height:====&lt;br /&gt;
Optional. Designates the height of the Top background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Width:====&lt;br /&gt;
Optional. Defines the width of the Left Background.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Width:====&lt;br /&gt;
Optional. Defines the width of the Entry Background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Height:====&lt;br /&gt;
Optional. Designates the height of the Subsystem entry (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem List Start Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the start of the Subsytem List (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Value X-offset:====&lt;br /&gt;
Optional. Designates the horizontal offset from the Subsystem List&#039;s position (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Wing Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for a single wing (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Multiple Wing Start Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for multiple wings (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wing Name Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship header (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the All wingman status icons.&lt;br /&gt;
*Syntax:&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 1&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 2&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 3&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 4&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 5&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 6&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
{{Warning|&lt;br /&gt;
All 6 wingman positions must be defined}}&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Expansion Mode:====&lt;br /&gt;
Optional. Denotes which direction (in relation to the player&#039;s wing) that the other wings should be appended to the gauge&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
:*Right    ;; Wings are added to the right of the previous wing&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Auto Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Auto&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]], [[Hud_gagues.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Speed&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Target Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Target&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Offsets:====&lt;br /&gt;
Optional. Defines the offsets for the animation graphics.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Background Size:====&lt;br /&gt;
Deprecated. Originally, this set the size of the black box that&#039;s drawn behind the animation. Since Git revision 556e9a4 (2015-11-01), it has the same effect as [[Hud_gauges.tbl#Animation Size:|Animation Size:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Size:====&lt;br /&gt;
{{table373|&lt;br /&gt;
Optional. Defines the size of the animation. All animations will be scaled to match this size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinate offsets for the start of the Directives list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
Optional. Defines the height of each Directive&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Offsets:====&lt;br /&gt;
Opetional. Defines the screen coordinate offsets for headers of ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Header Offset:|+Header Offset:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Background X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate offset for the Top Primary Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text X-offset:====&lt;br /&gt;
(Optional) Defines the screen coordinate X-offset for weapon labels&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate X-offset for ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary Background X-offset:]], [[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Secondary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Link X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Linked X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Reload X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
====3 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 3 digit range (i.e. &amp;gt;= 100%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====2 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 2 digit range (i.e. 100% &amp;gt; hull damage%  &amp;gt;= 10%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====1 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 1 digit range (i.e. 10% &amp;gt; hull damage%  &amp;gt;= 0%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
====Objective Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Objective label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Objective Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Objective value&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Subspace label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Subspace value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Text Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Command X-offset:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Up Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Down Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039; Integer y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Stagger Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Text:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ship Name Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right-Align Ship Names:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
* Sets the height, in pixels, of the gauge.&lt;br /&gt;
** For the [[Hud_gauges.tbl#+Throttle|Throttle]], sets the height of the gauge that represents 0% to 100% throttle.  The total height of the gauge is the sum of this value and the [[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height]] value.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]], [[Hud_gauges.tbl#+ETS Weapons:|+ETS Weapons]], [[Hud_gauges.tbl#+ETS Engines:|+ETS Engines]], [[Hud_gauges.tbl#+ETS Shields:|+ETS Shields]], [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor]], [[Hud_gauges.tbl#+Afterburner Energy|+Afterburner Energy]],  [[Hud_gauges.tbl#+Weapon Energy|+Weapon Energy]], [[Hud_gauges.tbl#+Throttle:|+Throttle]]&lt;br /&gt;
&lt;br /&gt;
====Letter Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gauge Offset:====&lt;br /&gt;
*Distance between the individual weapon/shield/engine ETS gauges that comprise this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Monitor Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Contents Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bracket Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Time Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Radar Center Offsets:====&lt;br /&gt;
Defines the radar&#039;s plot origin as an offset, in pixels, from this gauge&#039;s [[Hud_gauges.tbl#Position|Position]] coordinates&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Radar Size:====&lt;br /&gt;
Size, in pixels, of the radar plot area.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Infinity Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the infinity radar range symbol.&lt;br /&gt;
&lt;br /&gt;
====Long Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the long range radar text (i.e. 10k).&lt;br /&gt;
&lt;br /&gt;
====Short Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the short range radar text (i.e. 2k).&lt;br /&gt;
&lt;br /&gt;
====Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XY Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XZ YZ Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sweep Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Default Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unknown Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Loop Volume:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Minimum Beep Delay:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint display:====&lt;br /&gt;
Displays the positions of the gun firepoints on your ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, YES or NO&lt;br /&gt;
&lt;br /&gt;
NOTE: The position of the firepoints is calculated from the Eye Point position in the POF. You may encounter weird results if you have no Eye Point defined, but no debug warnings will be raised.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
====Firepoint size:====&lt;br /&gt;
Diameter of the gunpoint circles.  &#039;&#039;&#039;Must be 4 or greater&#039;&#039;&#039; in order to work properly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint X coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint Y coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Bottom Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Afterburner Clip Height:====&lt;br /&gt;
* Sets the area of the throttle gauge that represents the Afterburner segment (which is on top of the 0% to 100% area).  The total height of the gauge is determined by the sum of this value and [[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
====Show Background:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Min Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Radius:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Arc Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames (but only the 2nd frame is used ?!?!? for threat &amp;amp; weapon linking so far)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active.&lt;br /&gt;
&lt;br /&gt;
Internally FSO also refers to this as the &amp;quot;laser threat warning&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active. Frames cycle twice as fast when a lock has been acquired, compared to when a lock is being acquired.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Locked Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Locked Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Radius:====&lt;br /&gt;
Defines the distance from the center of the screen to the base of the Hostile Triangle gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Base:====&lt;br /&gt;
Defines the width of the Hostile Triangle&#039;s base.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Height:====&lt;br /&gt;
Defines the height of the Hostile Triangle.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lead Indicator:|+Lead Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Primary Filename:====&lt;br /&gt;
Designates the file to use for primary linking for ships with a single primary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected (not that this should ever be able to happen), 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Filename:====&lt;br /&gt;
	&lt;br /&gt;
Designates the file to use for primary linking for ships with two primary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames:&lt;br /&gt;
* Frame 0 is no banks selected&lt;br /&gt;
* Frame 1 is 1st bank selected&lt;br /&gt;
* Frame 2 is 2nd bank selected&lt;br /&gt;
* Frame 3 is both banks selected/linked&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with a single secondary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected, 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 3 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected, 4th is bank 3 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Hidden By Comms Menu:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines whether the messages gauge may be drawn at the same time as the wingman comms menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; (messages are not visible while the comms menu is open)&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Offset:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines the vertical pixel offset added to the position of the bottom background frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]}}&lt;br /&gt;
&lt;br /&gt;
====Center Text On Gauge X-Position:====&lt;br /&gt;
{{Table375|&lt;br /&gt;
Sets whether to position the center of the text to the gauge&#039;s X-position.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; if the gauge is explicitly given a position, &#039;&#039;&#039;true&#039;&#039;&#039; otherwise&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Fixed Messages:|+Fixed Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=59110</id>
		<title>Hud gauges.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=59110"/>
		<updated>2020-04-15T15:57:40Z</updated>

		<summary type="html">&lt;p&gt;Z64555: /* +Lead Indicator: */ Changed description to make it more distinct from the +Lead Sight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersionGit|2016-09-14|f9bc01c}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;hud_gauges.tbl&#039;&#039;&#039; is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).&lt;br /&gt;
&lt;br /&gt;
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==HUD Configurations==&lt;br /&gt;
The following entries are used on the HUD system, but have not been grouped with any particular gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Load Retail Configuration:===&lt;br /&gt;
Optional. If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.&lt;br /&gt;
&lt;br /&gt;
If no, any missing (default) gauge will prompt an error.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Color:===&lt;br /&gt;
Optional. Sets the default HUD color for all gauges.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; Red, &#039;&#039;&#039;Integer&#039;&#039;&#039; Green, &#039;&#039;&#039;Integer&#039;&#039;&#039; Blue)&lt;br /&gt;
*Valid Values: all values from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Font:===&lt;br /&gt;
Optional. Sets the font type to use for the HUD. This can either be a string or a number. A string references a font with a specific name while a number references a font with a specific index in the fonts table. The number option is deprecated and is only there for backwards-compatibility. Use the name if possible.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;Integer&#039;&#039;&#039; font index number&lt;br /&gt;
*Valid Values: Any name or font index as defined in [[Fonts.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Only:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Sets gauges to be displayed only in Chase View.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;False&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Directives:===&lt;br /&gt;
Optional. Sets the default maximum number of directives displayed simultaneously.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; maximum number of directives&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Value: &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Escort Ships:===&lt;br /&gt;
Optional. Sets the default maximum number of escort ships to be shown in the escort list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
{{Warning|&lt;br /&gt;
Entries more than 16 will cause the list to overflow into the weapons list for resolutions lower than 1024x768.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length Unit Multiplier:===&lt;br /&gt;
Optional. Sets the multiplier to applied to the reported distances. For example, if the multiplier is 0.5, then the distance reported to the player will (or at least should) be 0.5 x actual distance.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Speed Unit Multiplier:===&lt;br /&gt;
Optional. Analogous to [[Hud_gauges.tbl#$Length Unit Multiplier:|$Length Unit Multiplier]], this sets the multiplier to be applied to all speeds reported to the player. For example, if the multiplier is 0.5, the the speed reported to the player will (or at least should) be 0.5 x actual speed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Values:&lt;br /&gt;
:&#039;&#039;&#039;The value used in $Length Unit Multiplier&#039;&#039;&#039;, or&lt;br /&gt;
:&#039;&#039;&#039;1&#039;&#039;&#039;, if $Length Unit Multiplier is undefined&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Wireframe Targetbox:===&lt;br /&gt;
Optional. Defines the default draw method for the target viewer (a.k.a. targetbox).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; Draw method ID&lt;br /&gt;
*Valid Values:&lt;br /&gt;
::&#039;&#039;&#039;0&#039;&#039;&#039; - Standard with full, bright lighting&lt;br /&gt;
::&#039;&#039;&#039;1&#039;&#039;&#039; - Wireframe&lt;br /&gt;
::&#039;&#039;&#039;2&#039;&#039;&#039; - Standard with proper lighting (i.e. lit the same as the actual target)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
::&#039;&#039;&#039;3&#039;&#039;&#039; - Untextured with full bright lighting (i.e. drawn with a single flat color)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Targetbox Shader Effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Optional. If set, defines a unique ID for a shader effect to be used when rendering a ship for the targeting box. The ID will be passed to the main shader as in [[Post_processing.tbl##Ship_Effects|#Ship_Effects]], but a table entry for the effect is not needed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lock Wireframe Mode:===&lt;br /&gt;
Optional. If set, prevents targetbox draw method from being changed during the gaming session.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, all gauges will use this value as the default for scaling individual gauge sizes (i.e. doesn&#039;t affect gauges that use Position:, and doesn&#039;t affect the values of Offset:.  In addition, if &amp;quot;$Load Retail Configuration:&amp;quot; is true then all unspecified retail gauges will use this value.&lt;br /&gt;
&lt;br /&gt;
If not set, defaults to yes. &lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Reticle Style:===&lt;br /&gt;
Optional. Defines which aiming reticle to use.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: &lt;br /&gt;
:&#039;&#039;&#039;FS1&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1_fs1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;FS2&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==#Gauge Config==&lt;br /&gt;
The following entries define default gauge appearance and behavior. Each gauge has the option of overriding these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
Deprecated and superceded by $Ships in FSO revision 9208. If defined, the following config data will only be used if the player ship is of the supplied ship class. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, ship class name&lt;br /&gt;
&lt;br /&gt;
===$Ships:===&lt;br /&gt;
Optional. Can be used to define a list of ships the hud definition that follows will be applied to. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*`Syntax: &#039;&#039;&#039;( &amp;quot;Class name 1&amp;quot; &amp;quot;Class name 2&amp;quot; )&#039;&#039;&#039;, ship class names formatted like a flag list.&lt;br /&gt;
&lt;br /&gt;
====$Load Retail Configuration:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Load Retail Configuration: 1|$Load Retail Configuration]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Color:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Color: 1|$Color]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Font:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Font: 1|$Font]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Chase View Only:====&lt;br /&gt;
{{Table381|&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Chase View Only: 1|$Chase View Only]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base:===&lt;br /&gt;
Required. Defines the base resolution for this HUD configuration, upon which other gauge options (such as [[Hud_gauges.tbl#Position:|Position:]] / [[Hud_gauges.tbl#Origin:|Origin:]] / [[Hud_gauges.tbl#Offset:|Offset:]]) will use as its coordinate system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, will configure gauges Scaling behaviour for gauges in this #Gauge Config section. i.e. overriding the default, or the value specified at the top of the file.  Individual gauges can override this setting.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Force Scaling Above:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If gauge scaling is disabled, then gauges will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Required Aspect:===&lt;br /&gt;
Optional. If set, this configuration will only be loaded for the specified aspect ratios.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
:&amp;quot;Full Screen&amp;quot; (4:3, aspect ratio &amp;lt; 1.5)&lt;br /&gt;
:&amp;quot;Wide Screen&amp;quot; (16:9, 16:10, or similar, aspect ratio &amp;gt;= 1.5)&lt;br /&gt;
&lt;br /&gt;
===$Min:===&lt;br /&gt;
Optional. Minimum resolution for this config. Any resolution lower than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Max:===&lt;br /&gt;
Optional. Maximum resolution for this config.  Any resolution higher than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Gauges:===&lt;br /&gt;
Following entries define gauge-specific behavior. For the most part, each gauge has its own overrides that, if not defined, would otherwise use the global values.&lt;br /&gt;
&lt;br /&gt;
Since many gauges have the same configuration options, each gauge entry has a list of valid sub-entries. Unless stated otherwise, these options must be defined in the same order as they are shown, starting from the top and ending at the bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Custom:====&lt;br /&gt;
Adds a custom gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Text:|Text:]]&lt;br /&gt;
:[[Hud_gauges.tbl#X Offset:|X Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Y Offset:|Y Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Type:|Gauge Type:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Active by default:|Active by default:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
{{table381|&lt;br /&gt;
====+Scripted Gauge:====&lt;br /&gt;
Adds a scripted gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Messages:==== &lt;br /&gt;
Adds a gauge that display mission messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Lines:|Max Lines:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Width:|Max Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Height:|Line Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Total Lifetime:|Total Lifetime:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Scroll Time:|Scroll Time]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Step Size:|Step Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hidden By Comms Menu:|Hidden By Comms Menu:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Training Messages:==== &lt;br /&gt;
Adds a text box, like the ones seen in the FS1 and FS2 training missions.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Support:====&lt;br /&gt;
Adds a text box that shows the Support ship&#039;s status and ETA&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Y-offset:|Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Status X-offset:|Dock Status X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Time X-offset:|Dock Time X-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Damage:==== &lt;br /&gt;
Adds a gauge that shows how much damage a target (or the player?) has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Offsets:|Hull Integrity Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Value X-offset:|Hull Integrity Value X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Height:|Subsystem Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem List Start Offsets:|Subsystem List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Value X-offset:|Subsystem Entry Value X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Wingman Status:==== &lt;br /&gt;
Adds a gauge that monitors the status of your wing and squadron.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional) (needs an animation with one frame)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs an animation with one frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional) (needs an animation with two frames, 1st is for alive wingmen, 2nd is for dead or missing wingmen)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
[[Hud_gauges.tbl#Fixed Header Position:|Fixed Header Position:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Size:|First Background Size:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Size:|Entry Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Offset:|Right Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Offset:|Last Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Single Wing Offsets:|Single Wing Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Multiple Wing Start Offsets:|Multiple Wing Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Wing Name Offsets:|Wing Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Offsets:|Dot Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Expansion Mode:|Expansion Mode:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Auto Speed:==== &lt;br /&gt;
Adds the Auto-Speed mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 4 frames, 3rd is without auto-match-speed enabled, 4th is with... and frames 0 &amp;amp; 1 are not used, done this way because retail fs2 uses the same animation file for the auto speed &amp;amp; auto targeting gauges)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Target:==== &lt;br /&gt;
Adds the Auto-target mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs animation with 2 frames, 1st is without auto-targeting enabled, 2nd is with)&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Offsets:|Target Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Countermeasures:==== &lt;br /&gt;
Adds a gauge that monitors the amount of remaining countermeasures the player&#039;s ship currently has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Talking Head:==== &lt;br /&gt;
Adds a video window to display pilot message videos (a.k.a talking heads).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Offsets:|Animation Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Background Size:|Animation Background Size:]] (Deprecated)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Size:|Animation Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Directives:==== &lt;br /&gt;
Adds a gauge that displays all currently active directives (includes current , completed, and failed)&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional) (needs animation with one frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Line Width:|Max Line Width:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Weapons:==== &lt;br /&gt;
Adds a weapon status and ammunition gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename:]]  (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary BackgroundX-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Frame Height:|Top Primary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Secondary Frame Height:|Top Secondary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Start Y-offset:|Primary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Start Y-offset:|Secondary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Ammo X-offset:|Primary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Link X-offset:|Primary Weapon Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Name X-offset:|Primary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Ammo X-offset:|Secondary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Linked X-offset:|Secondary Weapon Linked X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Name X-offset:|Secondary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Reload X-offset:|Secondary Weapon Reload X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Entry Height:|Primary Weapon Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Entry Height:|Secondary Weapon Entry Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Objective notify:====&lt;br /&gt;
Adds a Objective notifier gauge. This gauge alerts the player when receiving a new objective, or when an objective has been completed or failed. Additionally, this gauge alerts the player when entering subspace, and when a Red Alert mission orders are being received (prior to a forced subspace jump).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Text Y-offset:|Objective Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Value Y-offset:|Objective Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Text Y-offset:|Subspace Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Value Y-offset:|Subspace Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Text Y-offset:|Red Alert Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Value Y-offset:|Red Alert Value Y-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Squad Message====&lt;br /&gt;
Adds the squad message gauge. In FS1 and FS2, this gauge is used to send commands to your squad. (?)&lt;br /&gt;
&lt;br /&gt;
*Valid sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]  (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset|Bottom Background Offset]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Command X-offset:|Command X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Up Offsets:|Page Up Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Down Offsets:|Page Down Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Lag:==== &lt;br /&gt;
Adds a Lag gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Mini Target Shields:====&lt;br /&gt;
Adds a mini Target shields gauge. In FS1 and FS2, the Mini Target Shield gauge is the one right below the center reticle, and shows the hull damage in %&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (animation needs 8 frames; 0-&amp;gt;3 are the top, right, bottom &amp;amp; left shield quads; 4-&amp;gt;7 are the same except brighter for when the quad is flashing from being hit)&lt;br /&gt;
:[[Hud_gauges.tbl#3 Digit Hull Offsets:|3 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#2 Digit Hull Offsets:|2 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#1 Digit Hull Offsets:|1 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Player Shields:==== &lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the player&#039;s craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Shields:====&lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the targeted craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Escort View:====&lt;br /&gt;
Adds an escort monitor/view gauge. This gauge monitors the status of all ships assigned to the player to escort.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Stagger Width:|Entry Stagger Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull X-offset:|Hull X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status X-offset:|Status X-offset]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Ship Name Max Width:|Ship Name Max Width:]] (Optional)}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Right-Align Ship Names:|Right-Align Ship Names:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Mission Time:==== &lt;br /&gt;
Adds a gauge that displays the current mission time.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+ETS Retail:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Draws the three other ETS gauges as a single gauge.  Will automatically rearrange itself (like retail) if shields or other systems are missing.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Offset:|Gauge Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+ETS Weapons:====&lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the energy weapons.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Engines:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the afterburner/engines.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Shields:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the shields.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Monitor:==== &lt;br /&gt;
Adds a target monitor gauge that shows the targeted ship&#039;s relative orientation and hull strength, among other things.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional) (needs animation with 2 frames, 1st is the background for the target, 2nd is the border; rendered last)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Alpha Mask Filename:|Monitor Alpha Mask Filename:]] (Optional) (needs animation with a single frame)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional) (needs animation with 2 frames, 1st is a zero/dark filled bar, 2nd is a max/bright filled bar)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Offsets:|Viewport Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Size:|Viewport Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Offsets:|Integrity Bar Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Foreground Clip Height:|Integrity Bar Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status Offsets:|Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Class Offsets:|Class Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Distance Offsets:|Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Offsets:|Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Contents Offsets:|Cargo Contents Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Start Offsets:|Cargo Scan Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Size:|Cargo Scan Size:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Name Offsets:|Subsystem Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Integrity Offsets:|Subsystem Integrity Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Disabled Status Offsets:|Disabled Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Desaturate:|Desaturate:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Extra Target Data:====&lt;br /&gt;
Adds a gauge that displays &amp;quot;extra&amp;quot; target data, such as its current orders and docking status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 1 frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Bracket Offsets:|Bracket Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Max Width:|Dock Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Order Max Width:|Order Max Width:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar:====&lt;br /&gt;
Adds a standard radar gauge&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used)&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar Orb:====&lt;br /&gt;
Adds a 3D orb radar gauge&lt;br /&gt;
 &lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, only the 2nd frame is used) &lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Center Offsets:|Radar Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radar Size:|Radar Size:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar BSG:==== &lt;br /&gt;
Adds a BSG style radar (a.k.a DRADIS).&lt;br /&gt;
&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XY Disc Filename:|XY Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XZ YZ Disc Filename:|XZ YZ Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Sweep Disc Filename:|Sweep Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Default Contact Filename:|Default Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unknown Contact Filename:|Unknown Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Loop Volume:|Loop Volume:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Minimum Beep Delay:|Minimum Beep Delay]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Afterburner Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining afterburner energy. Note that it only supports a vertical fill.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs animation with 2 frames, the 1st is the bar lit for zero energy, the 2nd is the bar lit for max energy)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining weapon energy. Note that it only supports a vertical fill. &lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with 4 frames, the 3rd is the bar lit for zero energy, the 2nd is the bar lit for max energy, frames 1 &amp;amp; 2 are not used)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Text Alignment:|Text Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Always Show Text:|Always Show Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Follows:|Text Follows:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Ballistic Ammo:|Show Ballistic Ammo:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Offsets:|Armed Guns List Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Alignment:|Armed Guns List Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Entry Height:|Armed Guns List Entry Height:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Text Warnings:==== &lt;br /&gt;
Adds a gauge that warns the player (current warnings are EMP, Launch, Evaded, Collision, Blast &amp;amp; Engine Wash).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Center Reticle:==== &lt;br /&gt;
Adds a &amp;quot;custom&amp;quot; center reticle.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint display:|Firepoint display:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint size:|Firepoint size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint X coordinate multiplier:|Firepoint X coordinate multiplier:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint Y coordinate multiplier:|Firepoint Y coordinate multiplier:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Throttle:====&lt;br /&gt;
Adds a gauge that shows the current throttle position.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Bottom Y-offset:|Foreground Clip Bottom Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Width:|Foreground Clip Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Background:|Show Background:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Speed Label Offsets:|Max Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Max Speed Label:|Show Max Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Min Speed Label:|Show Min Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Center Offsets:|Orbit Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Radius:|Orbit Radius:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Current Speed Offsets:|Current Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Speed Offsets:|Target Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Percentage:|Show Percentage:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Glide Status Offsets:|Glide Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Match Speed Status Offsets:|Match Speed Status Offsets:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Threat Indicator:==== &lt;br /&gt;
Adds a gauge that indicates when a lock-on has been achieved by an attacker, and if the player is being shot at.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Filename:|Dumbfire Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Offsets:|Dumbfire Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Offsets:|Lock Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Multiplayer Messages:====&lt;br /&gt;
Adds a gauge that displays the multiplayer messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Voice Status:====&lt;br /&gt;
Adds a gauge that displays the voice status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Ping:====&lt;br /&gt;
Adds a gauge that the ping time to the multiplayer server.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Supernova:====&lt;br /&gt;
Adds a gauge that warns the player of an impending supernova shock wave.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lock Indicator:====&lt;br /&gt;
Adds a Lock Indicator gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Filename:|Locked Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Center Offsets:|Lock Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Center Offsets:|Locked Center Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Offscreen Indicator:====&lt;br /&gt;
Adds an Offscreen Indicator.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Brackets:====&lt;br /&gt;
Adds a Target Bracket gauge. This is drawn around current target(s) and talkers.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Hostile Triangle:====&lt;br /&gt;
Adds a gauge that points to the nearest attacker, if it is off-screen and is not currently targeted.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Triangle:====&lt;br /&gt;
Adds a gauge that points to the targeted craft, if it is currently off-screen.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Missile Triangles:====&lt;br /&gt;
Adds a gauge that is used during attempting to lock onto a target when using an aspect seeking missile.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Indicator:====&lt;br /&gt;
Adds a gauge that leads (is in front) of the target.  Aim your crosshairs at this indicator to increase probability of hitting the target.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0: Secondaries lead indicator (Dumbfire)&lt;br /&gt;
::Frame #1: Secondaries lead indicator (Homing)&lt;br /&gt;
::Frame #2: Primaries lead indicator&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Orientation Tee:====&lt;br /&gt;
Adds a gauge that indicates the targeted craft&#039;s orientation in relation to the player&#039;s craft.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Sight:====&lt;br /&gt;
Adds a gauge that indicates where your shots will end up, as opposed to Lead Indicator that indicates where you have to shoot at to hit your target. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0 is used for secondaries&lt;br /&gt;
::* If only one frame is found in the file, then it is used for primaries instead&lt;br /&gt;
::Frame #1 is used for primaries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Kills:====&lt;br /&gt;
Adds a gauge that keeps track of how many kills the player has scored during a mission.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Linking:====&lt;br /&gt;
Adds a gauge that indicates the selected weapons and their firing rates.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Filename:|Single Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Filename:|Double Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Filename:|Single Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Filename:|Double Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Filename:|Triple Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Offsets:|Single Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Offsets:|Double Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Offsets:|Single Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Offsets:|Double Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Offsets:|Triple Secondary Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Fixed Messages:====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table373|&lt;br /&gt;
:[[Hud_gauges.tbl#Force Scaling Above:|Force Scaling Above:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
{{table375|&lt;br /&gt;
:[[Hud_gauges.tbl#Center Text On Gauge X-Position:|Center Text On Gauge X-Position:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Flight Path Marker:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Adds a gauge that indicates the direction where your ship is traveling. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Warhead Count:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Displays the name of the current secondary weapon. Tallies the ammo left. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional) (needs an animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Count Offsets:|Count Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Width:|Icon Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Height:|Icon Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Icons:|Max Icons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Columns:|Max Columns:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Alignment:|Name Alignment:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Hardpoints:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Draws a silhouette of the player&#039;s ship and mounted weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Width:|Line Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#View Direction:|View Direction:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Primary Weapons:|Show Primary Weapons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Secondary Weapons:|Show Secondary Weapons:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Primary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays primary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional) (needs animation with a single frame)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Secondary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays secondary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
{{table381|&lt;br /&gt;
:[[Hud_gauges.tbl#Chase View Only:|Chase View Only:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unlink X-offset:|Unlink X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Reload X-offset:|Reload X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$End Gauges===&lt;br /&gt;
The Gauges section must end with $End Gauges. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Gauge Configuration Options==&lt;br /&gt;
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Position:====&lt;br /&gt;
Defines the screen coordinates for the upper left corner of this gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel position&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]] (and many others)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scale Gauge:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define if a gauge size will scale or not. &lt;br /&gt;
&lt;br /&gt;
If false then gauge bitmaps will always show at their original size which may result in gauges being very small at high resolutions.&lt;br /&gt;
&lt;br /&gt;
If true then gauge bitmaps will scale in proportion to the current resolution vs the base HUD resolution in use. This may result in gauges becoming blurry at non-base resolutions.&lt;br /&gt;
&lt;br /&gt;
Defaults to yes/true.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039; scale_this_gauge&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Force Scaling Above:====&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
Optional. If scaling is disabled for this gauge, then it will be scaled as though the base resolution were this resolution or the real base resolution, whichever is greater.&lt;br /&gt;
&lt;br /&gt;
Use this to disable scaling at lower resolutions while preventing gauges from getting too small at higher resolutions.&lt;br /&gt;
&lt;br /&gt;
To disable this feature, use &#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Origin:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge position as a ratio of the screen size (base or current, it doesn&#039;t matter).&lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Offset:|Offset:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039; horizontal ratio 0.0 - 1.0, &#039;&#039;&#039;Float&#039;&#039;&#039; vertical ratio 0.0 - 1.0&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Offset:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge offset from [[Hud_gauges.tbl#Origin:|Origin:]] in base resolution pixels &lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Origin:|Origin:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel offset from Origin:, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel offset from Origin:&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Cockpit Target:====&lt;br /&gt;
The cockpit display that this gauge will be rendered to. Refers to the +Display Name: defined in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; String defined in +Display Name: in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]]&lt;br /&gt;
&lt;br /&gt;
=====Canvas Size:=====&lt;br /&gt;
The off-screen canvas this gauge will be rendered to before being interpolated into the actual cockpit display.  The smaller this number is, the larger the gauge will appear on the cockpit display.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Offset:=====&lt;br /&gt;
The position of the canvas on the cockpit display texture&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Size:=====&lt;br /&gt;
The interpolated size on the cockpit display texture that the canvas will be rendered to.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
====Color:====&lt;br /&gt;
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$Color: 1|$Color]] HUD option and [[Hud_gauges#$Color: 2|$Color]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Font:====&lt;br /&gt;
Optional. Overrides both previous font settings ([[Hud_gauges.tbl#$Font: 1|$Font]] HUD option and [[Hud_gauges#$Font: 2|$Font]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name:====&lt;br /&gt;
Defines the name of this custom gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text:====&lt;br /&gt;
Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====X Offset:====&lt;br /&gt;
Optional. Defines the horizontal pixel offset (from the gauge&#039;s origin as defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Y Offset:====&lt;br /&gt;
Optional. Defines the vertical pixel offset (from the gauge&#039;s origin defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Gauge Type:====&lt;br /&gt;
Defines the type of gauge this is.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any one of the possible [[gauge types]].&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slew:====&lt;br /&gt;
Optional. Determines whether or not this gauge is affected by afterburner shaking or similar effects. If set to &amp;quot;true&amp;quot;, the gauge will &amp;lt;strong&amp;gt;not&amp;lt;/strong&amp;gt; follow the player&#039;s head movements when using TrackIR/padlock. i.e. should be used for gauges like the gunsight/leadsight.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Max Lines:====&lt;br /&gt;
Optional. Specifies the maximum number of message lines that are displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Width:====&lt;br /&gt;
Optional. Determines how long each message line may be.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Line Height:====&lt;br /&gt;
Optional. Determines the distance between line origins. (i.g. for a 12pt Font, there are needs to be at least 12 pixels between the bottom of one line and the next, otherwise the text will overlap each)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 9&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
====Total Lifetime:====&lt;br /&gt;
Optional. Determines the maximum time the message gauge will be displayed from the time a new message is received.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 14000 (14 seconds)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scroll Time:====&lt;br /&gt;
Optional. Determines the time for the messages to scroll up one step.( See [[Hud_gauges.tbl#Step Size:|Step Size:]] )&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 30&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Step Size:====&lt;br /&gt;
Optional. Determines how many pixels to shift message lines during scrolling. Messages will be shifted up by this amount until they are on the next line (as defined by [[Hud_gauges.tbl#Line Height:|Line Height:]])&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Active by default:====&lt;br /&gt;
Optional. Determines whether or not this gauge is always active, or only available after being activated via sexp.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Filename:====&lt;br /&gt;
Designates the [[Multimedia_Files#ANI|.ANI]] or [[Multimedia_Files#EFF|.EFF]] used for this gauge&#039;s background graphic.&lt;br /&gt;
{{Note| All HUD .ANI&#039;s must have the same color palette as the retail .ANI&#039;s in order to render properly. (.EFF&#039;s do not have this restriction)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
**No filename extension is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the top background. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Bottom background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Left side of gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====First Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Right side of the gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Last Background Filename:====&lt;br /&gt;
Optional. Alias for [[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the (Wing) Entry section of the gauge (aka the middle sections).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]], [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Middle Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Middle Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Top Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Entry Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic Filename:|Alt Ballistic Filename]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Filename:====&lt;br /&gt;
Optional. Designates an alternate file to be used for ballistic weapons.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename]], [[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename]], [[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename]], [[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename]], [[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename]], [[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Filename:====&lt;br /&gt;
Optional. Designates which file to use for the wingman graphic (a.k.a. the Dot)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for headers of various gauges&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:Weapons:&lt;br /&gt;
::[[Hud_gauges.tbl#Alt Ballistic Offsets:|Alt Ballistic Offsets:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]],  [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fixed Header Position:====&lt;br /&gt;
Optional. If set, the header text will not change position when the gauge changes size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Y-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship Text. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Value Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the value label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Status X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock status. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Time X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock time. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the Damage gauge Hull integrity textbox(?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Value X-offset:====&lt;br /&gt;
Optional. Designates the offsets from the hull integrity textbox&#039;s upper left corner for the hull integrity value. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Background Height:====&lt;br /&gt;
Optional. Designates the height of the Top background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Width:====&lt;br /&gt;
Optional. Defines the width of the Left Background.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Width:====&lt;br /&gt;
Optional. Defines the width of the Entry Background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Height:====&lt;br /&gt;
Optional. Designates the height of the Subsystem entry (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem List Start Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the start of the Subsytem List (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Value X-offset:====&lt;br /&gt;
Optional. Designates the horizontal offset from the Subsystem List&#039;s position (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Wing Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for a single wing (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Multiple Wing Start Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for multiple wings (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wing Name Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship header (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the All wingman status icons.&lt;br /&gt;
*Syntax:&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 1&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 2&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 3&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 4&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 5&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 6&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
{{Warning|&lt;br /&gt;
All 6 wingman positions must be defined}}&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Expansion Mode:====&lt;br /&gt;
Optional. Denotes which direction (in relation to the player&#039;s wing) that the other wings should be appended to the gauge&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
:*Right    ;; Wings are added to the right of the previous wing&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
====Auto Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Auto&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]], [[Hud_gagues.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Speed&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Target Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Target&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Offsets:====&lt;br /&gt;
Optional. Defines the offsets for the animation graphics.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Background Size:====&lt;br /&gt;
Deprecated. Originally, this set the size of the black box that&#039;s drawn behind the animation. Since Git revision 556e9a4 (2015-11-01), it has the same effect as [[Hud_gauges.tbl#Animation Size:|Animation Size:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Size:====&lt;br /&gt;
{{table373|&lt;br /&gt;
Optional. Defines the size of the animation. All animations will be scaled to match this size.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinate offsets for the start of the Directives list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
Optional. Defines the height of each Directive&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic Offsets:====&lt;br /&gt;
Opetional. Defines the screen coordinate offsets for headers of ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Header Offset:|+Header Offset:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Background X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate offset for the Top Primary Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text X-offset:====&lt;br /&gt;
(Optional) Defines the screen coordinate X-offset for weapon labels&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Alt Ballistic X-offset:|Alt Ballistic X-offset:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alt Ballistic X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate X-offset for ballistic weapons&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#Top Primary Background X-offset:|Top Primary Background X-offset:]], [[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Secondary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Link X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Linked X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Reload X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
====3 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 3 digit range (i.e. &amp;gt;= 100%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====2 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 2 digit range (i.e. 100% &amp;gt; hull damage%  &amp;gt;= 10%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====1 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 1 digit range (i.e. 10% &amp;gt; hull damage%  &amp;gt;= 0%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
====Objective Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Objective label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Objective Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Objective value&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Subspace label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Subspace value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Text Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Command X-offset:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Up Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Down Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039; Integer y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Stagger Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Text:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ship Name Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right-Align Ship Names:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
* Sets the height, in pixels, of the gauge.&lt;br /&gt;
** For the [[Hud_gauges.tbl#+Throttle|Throttle]], sets the height of the gauge that represents 0% to 100% throttle.  The total height of the gauge is the sum of this value and the [[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height]] value.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]], [[Hud_gauges.tbl#+ETS Weapons:|+ETS Weapons]], [[Hud_gauges.tbl#+ETS Engines:|+ETS Engines]], [[Hud_gauges.tbl#+ETS Shields:|+ETS Shields]], [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor]], [[Hud_gauges.tbl#+Afterburner Energy|+Afterburner Energy]],  [[Hud_gauges.tbl#+Weapon Energy|+Weapon Energy]], [[Hud_gauges.tbl#+Throttle:|+Throttle]]&lt;br /&gt;
&lt;br /&gt;
====Letter Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gauge Offset:====&lt;br /&gt;
*Distance between the individual weapon/shield/engine ETS gauges that comprise this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Monitor Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Contents Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bracket Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Max Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Time Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Radar Center Offsets:====&lt;br /&gt;
Defines the radar&#039;s plot origin as an offset, in pixels, from this gauge&#039;s [[Hud_gauges.tbl#Position|Position]] coordinates&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Radar Size:====&lt;br /&gt;
Size, in pixels, of the radar plot area.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal size, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical size&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
====Infinity Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the infinity radar range symbol.&lt;br /&gt;
&lt;br /&gt;
====Long Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the long range radar text (i.e. 10k).&lt;br /&gt;
&lt;br /&gt;
====Short Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the short range radar text (i.e. 2k).&lt;br /&gt;
&lt;br /&gt;
====Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XY Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XZ YZ Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sweep Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Default Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unknown Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Loop Volume:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Minimum Beep Delay:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint display:====&lt;br /&gt;
Displays the positions of the gun firepoints on your ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, YES or NO&lt;br /&gt;
&lt;br /&gt;
NOTE: The position of the firepoints is calculated from the Eye Point position in the POF. You may encounter weird results if you have no Eye Point defined, but no debug warnings will be raised.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
====Firepoint size:====&lt;br /&gt;
Diameter of the gunpoint circles.  &#039;&#039;&#039;Must be 4 or greater&#039;&#039;&#039; in order to work properly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint X coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint Y coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Bottom Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Afterburner Clip Height:====&lt;br /&gt;
* Sets the area of the throttle gauge that represents the Afterburner segment (which is on top of the 0% to 100% area).  The total height of the gauge is determined by the sum of this value and [[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
====Show Background:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Min Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Radius:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Arc Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames (but only the 2nd frame is used ?!?!? for threat &amp;amp; weapon linking so far)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active.&lt;br /&gt;
&lt;br /&gt;
Internally FSO also refers to this as the &amp;quot;laser threat warning&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with a least 2 frames. The 1st frame is &amp;quot;no warning&amp;quot;, the rest of the frames are cycled through when a warning is active. Frames cycle twice as fast when a lock has been acquired, compared to when a lock is being acquired.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Locked Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Locked Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Radius:====&lt;br /&gt;
Defines the distance from the center of the screen to the base of the Hostile Triangle gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Base:====&lt;br /&gt;
Defines the width of the Hostile Triangle&#039;s base.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Height:====&lt;br /&gt;
Defines the height of the Hostile Triangle.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lead Indicator:|+Lead Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Primary Filename:====&lt;br /&gt;
Designates the file to use for primary linking for ships with a single primary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected (not that this should ever be able to happen), 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Filename:====&lt;br /&gt;
	&lt;br /&gt;
Designates the file to use for primary linking for ships with two primary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames:&lt;br /&gt;
* Frame 0 is no banks selected&lt;br /&gt;
* Frame 1 is 1st bank selected&lt;br /&gt;
* Frame 2 is 2nd bank selected&lt;br /&gt;
* Frame 3 is both banks selected/linked&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with a single secondary bank.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 2 frames; 1st is bank 1 not selected, 2nd is bank 1 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 3 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Filename:====&lt;br /&gt;
&lt;br /&gt;
Designates the file to use for selected secondary bank for ships with two secondary banks.&lt;br /&gt;
&lt;br /&gt;
Needs to be an [[Multimedia_Files#ANI|ani]] with 4 frames; 1st is no banks selected, 2nd is bank 1 selected, 3rd is bank 2 selected, 4th is bank 3 selected.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Hidden By Comms Menu:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines whether the messages gauge may be drawn at the same time as the wingman comms menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; (messages are not visible while the comms menu is open)&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Offset:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines the vertical pixel offset added to the position of the bottom background frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]}}&lt;br /&gt;
&lt;br /&gt;
====Center Text On Gauge X-Position:====&lt;br /&gt;
{{Table375|&lt;br /&gt;
Sets whether to position the center of the text to the gauge&#039;s X-position.&lt;br /&gt;
*Syntax &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; if the gauge is explicitly given a position, &#039;&#039;&#039;true&#039;&#039;&#039; otherwise&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Fixed Messages:|+Fixed Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Z64555</name></author>
	</entry>
</feed>