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	<title>FreeSpace Wiki - User contributions [en]</title>
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	<updated>2026-11-15T10:30:52Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.9</generator>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Model_Point_Shields&amp;diff=44996</id>
		<title>Model Point Shields</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Model_Point_Shields&amp;diff=44996"/>
		<updated>2015-12-07T09:06:29Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Added note about mini shield icon incompatibility&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Table371|}}&lt;br /&gt;
&lt;br /&gt;
==Model Point Shields==&lt;br /&gt;
Model point shields are an FSO feature intended to enable ships to have an arbitrary number of shield segments instead of being limited to the standard 4 quadrants. You can have 1, 2, 3, 4, 5 or however many segments your ship needs.&lt;br /&gt;
&lt;br /&gt;
The basic idea is simple: each shield segment is defined by a single point. When something hits the ship, the segment which&#039;s point is closest to the point of impact is considered to have gotten hit. By carefully positioning the points in relation to each other and the ship&#039;s hull, one can make each segment cover specific parts of the ship.&lt;br /&gt;
&lt;br /&gt;
To use them on a given ship, several things are required:&lt;br /&gt;
&lt;br /&gt;
===Shield points placed in the model file===&lt;br /&gt;
Firstly, the number and placement of the shield segments is defined in the model file. In PCS2, you must add each segment as a special point and give it the [[Subobject_and_subsystem_properties#.22shieldpoint.22|$special=shieldpoint]] property. The name and radius of the special point are not used, but a name such as $ShieldsLeft is obviously good to supply for clarity, and the radius can be used as a means to visualize the reach of segments in relation to each other. However, the ordering of the points is meaningful, as it is the only information used by the engine to identify segments, and thus the following steps will need to define things in the exact same order.&lt;br /&gt;
&lt;br /&gt;
===Shield points enabled in ships.tbl===&lt;br /&gt;
To enable the ship to use the aforementioned model-defined segments, it needs the [[Ships.tbl#.22model_point_shields.22|&amp;quot;model point shields&amp;quot; ship type flag]].&lt;br /&gt;
&lt;br /&gt;
===Re-mapping of augmentation controls for player ships===&lt;br /&gt;
If the player can get to fly the ship, it needs to define which of the standard top/right/rear/left shield augmentation keys applies to which segment, see [[Ships.tbl#.24Model_Point_Shield_Controls:|$Model_Point_Shield_Controls:]]; otherwise, shield augmentation controls will not work at all. Note how the same ordering as in the first step needs to be used here.&lt;br /&gt;
&lt;br /&gt;
===Shield icon===&lt;br /&gt;
Shield icons used with standard 4-quadrant shields have their frames ordered as top,right,rear,left. However, here you need to naturally supply the same number of frames as the ship has shield segments, and again, the order of the frames needs to be the same as the order of the segments in the model file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the small target hull/shield integrity indicator below the crosshairs is designed to only work with standard 4-quadrant shields and cannot currently be customized per-ship. Therefore mods making use of the feature may want to disable the gauge entirely or override targhit1.ani with an empty one (so that the shield display is disabled, but the hull integrity is still shown).&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=44819</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=44819"/>
		<updated>2015-08-27T09:18:26Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented $Collision LOD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2015-05-12|5dfbc6d292}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature has always caused crashes and memory issues. As of 2014/07/24, it has been removed from the codebase.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision LOD:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines an alternative LOD (Level-Of-Detail) to use for collision detection. Using this can increase performance without visible drawbacks if the LOD chosen has much simpler geometry but the shape still closely matches the base model.&lt;br /&gt;
*This works as follows: collision detection proceeds normally through the various model/submodel radius and bounding box checks based on LOD0, but when the game decides to perform a mesh-based collision check of a given submodel, it will use the submodel&#039;s LOD mesh instead. However, all submodels do not need to have a counterpart in the given LOD; if one is not found, the closest alternative will automatically be used instead.&lt;br /&gt;
*For example, if &#039;&#039;$Collision LOD: 3&#039;&#039; is used and the submodel engine01a is checked for a hit, the game will attempt to use the mesh of engine01d instead. However, if there is no engine01d submodel, the game will find the closest alternative: it&#039;ll look for engine01c, then engine01b, and finally fall back to engine01a. Note the implications of for example the root LOD submodel (detaild, detail3, etc) including the geometry of subsystem submodels; if detail0 is checked for a collision before engine01a, and detail3 includes the engine geometry (as opposed to having it in engine01d), then the subsystem engine01a cannot be hit.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None is will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn&#039;t apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence&lt;br /&gt;
{{Note|If none of the following optional strings are added, the weapon will not converge. Don&#039;t forget to use them.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, defaults to 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Weapon Span:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to &#039;&#039;YES&#039;&#039;. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to the shield thickness.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether weapons which impact on the ship&#039;s hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Impact explosion animation to trigger when this ship&#039;s shields are hit. Works identically for all shield types.&lt;br /&gt;
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Shield Recharge:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier ranging from 0.0 to 1.0, defaults to 1.0&lt;br /&gt;
**Example: &#039;&#039;$Max Shield Recharge: 0.5&#039;&#039; caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/burner energy regeneration is disabled. Checked via code inspection 2014/12/29&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Glow Noise Mult:&#039;&#039;&#039;&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String, String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible for the player to fly the ship&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|#.24Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=44818</id>
		<title>Controlconfigdefaults.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=44818"/>
		<updated>2015-08-27T08:22:58Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented $Disable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|7478}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;controlconfigdefaults.tbl&#039;&#039;&#039; can be used to modify the default key bindings in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Begins with &#039;&#039;&#039;#ControlConfigOverride&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
*Only entries that you want to change are required.&lt;br /&gt;
*Entries not listed will be assigned to their default/hardcoded values.&lt;br /&gt;
{{Table371|&lt;br /&gt;
Multiple #ControlConfigOverride...#End blocks can be provided. In this case, each block defines a separate control config preset, and the &amp;quot;Defaults&amp;quot; button in the control config screen can be used to cycle through them. This can be used to provide multiple pre-defined control schemes for the player to choose from (or base their personal modifications on). If used, it&#039;s a good idea to also use [[Strings.tbl]] to change the &amp;quot;Defaults&amp;quot; text to for example &amp;quot;Cycle\nPresets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first given block is used as the &amp;quot;global&amp;quot; defaults, used for example when working with the key-pressed SEXP in FRED.}}&lt;br /&gt;
&lt;br /&gt;
===$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;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&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;
*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;
==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>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=44770</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=44770"/>
		<updated>2015-07-28T10:37:00Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented +Minimum Weapon Span&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2015-05-12|5dfbc6d292}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature has always caused crashes and memory issues. As of 2014/07/24, it has been removed from the codebase.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None is will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn&#039;t apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, defaults to 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Weapon Span:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to &#039;&#039;YES&#039;&#039;. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to the shield thickness.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether weapons which impact on the ship&#039;s hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Impact explosion animation to trigger when this ship&#039;s shields are hit. Works identically for all shield types.&lt;br /&gt;
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Shield Recharge:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier ranging from 0.0 to 1.0, defaults to 1.0&lt;br /&gt;
**Example: &#039;&#039;$Max Shield Recharge: 0.5&#039;&#039; caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/burner energy regeneration is disabled. Checked via code inspection 2014/12/29&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Glow Noise Mult:&#039;&#039;&#039;&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String, String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible for the player to fly the ship&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|#.24Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Subobject_and_subsystem_properties&amp;diff=44759</id>
		<title>Subobject and subsystem properties</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Subobject_and_subsystem_properties&amp;diff=44759"/>
		<updated>2015-06-28T11:26:32Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented $box_offset&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page documents the properties that can be applied to subobjects and to subsystems in their respective properties data in the [[Model files|model file]].&lt;br /&gt;
&lt;br /&gt;
==Important notes==&lt;br /&gt;
* Subobject/subsystem properties data is not parsed in order.&lt;br /&gt;
* Occasionally an option may lack a trailing &#039;terminating character&#039; like &#039;:&#039; or &#039;=&#039; from its description. In these cases any character can be used as the trailing &#039;terminating character&#039;.&lt;br /&gt;
* Buffer size of 256 is reserved for the characters in properties data.&lt;br /&gt;
&lt;br /&gt;
==Subsystem Properties==&lt;br /&gt;
* These can be applied to subsystems both with and without separate subobject.&lt;br /&gt;
{| border=0 align=right cellpadding=2 cellspacing=1 style=&amp;quot;margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;&#039;&#039;&#039;Key strings and their order for setting subsystems&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;engine&#039;&#039;&lt;br /&gt;
| Engine subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;radar&#039;&#039;&lt;br /&gt;
| Radar dish subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;turret&#039;&#039;&lt;br /&gt;
| Turret subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;navigation&#039;&#039;&lt;br /&gt;
| Navigation subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;communication&#039;&#039;&lt;br /&gt;
| Communication subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;weapon&#039;&#039;&lt;br /&gt;
| Weapon control subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;sensor&#039;&#039;&lt;br /&gt;
| Sensor subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;solar&#039;&#039;&lt;br /&gt;
| Solar panel subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;gas&#039;&#039;&lt;br /&gt;
| Gas collector subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;activator&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;&#039;&#039;unused&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===$name===&lt;br /&gt;
*Defines the alternate name for the subsystem (&#039;&#039;string&#039;&#039;)&lt;br /&gt;
*Alternate subsystem names offer an alternative option for setting this via [[ships.tbl]] file or via mission data.&lt;br /&gt;
&lt;br /&gt;
===$fov===&lt;br /&gt;
*Valid only if the true subobject name (not the alternate defined above) contains string &amp;quot;turret&amp;quot; but not strings &amp;quot;radar&amp;quot; or &amp;quot;engine&amp;quot;&lt;br /&gt;
*Defines the firing arc of the turret in degrees (&#039;&#039;integer&#039;&#039;)&lt;br /&gt;
*Defaults to 180 degrees if omitted.&lt;br /&gt;
&lt;br /&gt;
===$crewspot===&lt;br /&gt;
*Valid only if the true subobject name (not the alternate defined above) contains string &amp;quot;turret&amp;quot; but not strings &amp;quot;radar&amp;quot; or &amp;quot;engine&amp;quot;&lt;br /&gt;
*Marks the turret as &#039;crewspot&#039;&lt;br /&gt;
*Defines the name of the crewspot (&#039;&#039;string&#039;&#039;)&lt;br /&gt;
*No actual function&lt;br /&gt;
&lt;br /&gt;
===$triggered:===&lt;br /&gt;
*Defines the subsystem as a rotating subsystem which can be triggered (animated) via [[Animation Code]]&lt;br /&gt;
&lt;br /&gt;
===$rotate===&lt;br /&gt;
*Marks the subsystem as a rotating subsystem&lt;br /&gt;
*Defines the rotation time for the subsystem (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
====$pbank====&lt;br /&gt;
*Marks the rotation as primary weapon rotation&lt;br /&gt;
*Defines the associated weapon bank (&#039;&#039;integer&#039;&#039;)&lt;br /&gt;
&amp;lt;!-- ANY DETAILS ?? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$stepped====&lt;br /&gt;
*Defines the rotation as an stepped instead of continuous rotation&lt;br /&gt;
&lt;br /&gt;
=====$steps=====&lt;br /&gt;
*Defines the number of steps in the animation (&#039;&#039;integer&#039;&#039;)&lt;br /&gt;
*Defaults to 8&lt;br /&gt;
&lt;br /&gt;
=====$t_paused=====&lt;br /&gt;
*Defines the pause time between steps (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
*Defaults to 2&lt;br /&gt;
&lt;br /&gt;
=====$t_transit=====&lt;br /&gt;
*Defines the movement time between pauses (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
*Defaults to 2&lt;br /&gt;
&lt;br /&gt;
=====$fraction_accel=====&lt;br /&gt;
*Defines the fraction of the stepped rotation time used for acceleration (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
*Is between 0 .. 0.5&lt;br /&gt;
*Defaults to 0.3&lt;br /&gt;
&lt;br /&gt;
==Subobject Properties==&lt;br /&gt;
* These can be applied only to subsystem with their own separate subobject.&lt;br /&gt;
&lt;br /&gt;
===$dumb_rotate:===&lt;br /&gt;
* Marks the subobject as &#039;dumb rotating object&#039;&lt;br /&gt;
* Defines the rotation time (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
===$special===&lt;br /&gt;
* Defines special attributes for the subobject&lt;br /&gt;
* String, either &#039;&#039;&#039;&amp;quot;subsystem&amp;quot;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;quot;no_rotate&amp;quot;&#039;&#039;&#039; or &#039;&#039;&#039;&amp;quot;shieldpoint&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;subsystem&amp;quot;====&lt;br /&gt;
* &#039;&#039;&#039;subsystem&#039;&#039;&#039; marks the subobject as an subsystem&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no_rotate&amp;quot;====&lt;br /&gt;
* Valid option if &#039;&#039;&#039;subsystem&#039;&#039;&#039; string was not used&lt;br /&gt;
* Marks subobject as an object that should not rotate&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;shieldpoint&amp;quot;====&lt;br /&gt;
{{Table371|&lt;br /&gt;
* Only usable on special points (&#039;&#039;&#039;not&#039;&#039;&#039; on submodels).&lt;br /&gt;
* Marks the special point as a shield point, see [[Model Point Shields]].}}&lt;br /&gt;
&lt;br /&gt;
===$no_collisions===&lt;br /&gt;
* Prevents collision detection from occurring on this subobject and all of its children (recursively).&lt;br /&gt;
&lt;br /&gt;
===$nocollide_this_only===&lt;br /&gt;
* Prevents collision detection from occurring on this subobject only (children collide normally).&lt;br /&gt;
&lt;br /&gt;
===$collide_invisible===&lt;br /&gt;
* Allows full collision detection for things painted with the special &amp;quot;invisible&amp;quot; texture (normally ships collide but weapons do not)&lt;br /&gt;
&lt;br /&gt;
===$gun_rotation:===&lt;br /&gt;
* Marks the submodel as using gun rotation&lt;br /&gt;
&lt;br /&gt;
===[[Detail box|$detail_box:]]===&lt;br /&gt;
* Marks the subsystem as one with detail box&lt;br /&gt;
====[[Detail box|$box_min:]]====&lt;br /&gt;
====[[Detail box|$box_max:]]====&lt;br /&gt;
====$box_offset:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
* Optional offset of the detail box from the model center. Without this, the detail box is centered on the submodel.&lt;br /&gt;
* Example: &#039;&#039;&#039;$offset: 0,0,-100.5&#039;&#039;&#039; to make the detail box be positioned 100.5m behind the ship&#039;s center.}}&lt;br /&gt;
&lt;br /&gt;
===$detail_sphere:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
* Marks the subsystem as one with detail sphere. Detail spheres work exactly like detail boxes (see above), except that they only define a radius instead of a box.}}&lt;br /&gt;
====$radius:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
* Defines the radius of the detail sphere (&#039;&#039;float&#039;&#039;). If not provided, defaults to the submodel radius.}}&lt;br /&gt;
====$offset:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
* Optional offset of the detail sphere from the model center. Without this, the detail sphere is centered on the submodel.&lt;br /&gt;
* Example: &#039;&#039;&#039;$offset: 0,0,-100.5&#039;&#039;&#039; to make the detail sphere be positioned 100.5m behind the ship&#039;s center.}}&lt;br /&gt;
&lt;br /&gt;
===$uvec:===&lt;br /&gt;
* Defines the &amp;quot;up&amp;quot; direction (vector) of a multipart turret. Usually it stands perpendicular to the ship surface. Doesn&#039;t need to be specified for multiparts with a vertical rotation axis.&lt;br /&gt;
* Reads three comma separated &#039;&#039;floats&#039;&#039;&lt;br /&gt;
* Forces turret normal into the same as the &#039;&#039;&#039;$uvec:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$fvec:===&lt;br /&gt;
* Defines the direction of the front a multipart turret will be facing. Doesn&#039;t need to be specified for multiparts with a vertical rotation axis.&lt;br /&gt;
* Reads three comma separated &#039;&#039;floats&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$lod0_name===&lt;br /&gt;
* Allows adding LODs to older models and changing from special points to modeled subsystems.&lt;br /&gt;
* Example $lod0_name=enginea used on a subobject named engine would allow engineb, engienc, and engined to be used while preserving backward compatibility. &lt;br /&gt;
&lt;br /&gt;
===$attach_thrusters===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
* Allows thrusters associated with this submodel to follow its rotations.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=44745</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=44745"/>
		<updated>2015-06-12T13:01:44Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented $Max Shield Recharge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2015-05-12|5dfbc6d292}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature has always caused crashes and memory issues. As of 2014/07/24, it has been removed from the codebase.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None is will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn&#039;t apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, defaults to 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether shots which impact the ship&#039;s hull before they&#039;ve travelled at least a distance equal to the shield thickness will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;,.&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Impact explosion animation to trigger when this ship&#039;s shields are hit. Works identically for all shield types.&lt;br /&gt;
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Shield Recharge:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier ranging from 0.0 to 1.0, defaults to 1.0&lt;br /&gt;
**Example: &#039;&#039;$Max Shield Recharge: 0.5&#039;&#039; caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/burner energy regeneration is disabled. Checked via code inspection 2014/12/29&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Glow Noise Mult:&#039;&#039;&#039;&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String, String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible for the player to fly the ship&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|#.24Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=44629</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=44629"/>
		<updated>2015-06-05T11:36:36Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Capitalization fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2015-05-26|258662ff4c}}&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 $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
&lt;br /&gt;
===$Damage 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;
*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 rate the weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, missiles loaded per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, 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 $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact 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;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3610|&lt;br /&gt;
*Defines the countermeasure effectiveness and radius&lt;br /&gt;
*&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
***Default: 1.0&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;
*&#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;
*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;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 2 is a targeting beam that is used to trigger SSMs. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;,, only values from 0 to 4 are legal&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only needed when editing beams that already exist in other tables.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illiminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
&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.&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 $Ship Recoil Modifier in ships.tbl. This is to avoid exaggerated effects due to retail models having manually defined masses.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=44628</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=44628"/>
		<updated>2015-06-05T11:35:00Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Added link from $Shield Impact Explosion Radius to $Shield Impact Explosion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2015-05-26|258662ff4c}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$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 $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
&lt;br /&gt;
===$Damage 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;
*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 rate the weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, missiles loaded per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, 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 $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky impact explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky impact explosion radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact explosion radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact 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;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3610|&lt;br /&gt;
*Defines the countermeasure effectiveness and radius&lt;br /&gt;
*&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
***Default: 1.0&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;
*&#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;
*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;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 2 is a targeting beam that is used to trigger SSMs. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;,, only values from 0 to 4 are legal&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only needed when editing beams that already exist in other tables.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illiminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
&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.&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 $Ship Recoil Modifier in ships.tbl. This is to avoid exaggerated effects due to retail models having manually defined masses.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=44627</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=44627"/>
		<updated>2015-06-05T11:33:21Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented $Shield Impact Explosion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2015-05-12|5dfbc6d292}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature has always caused crashes and memory issues. As of 2014/07/24, it has been removed from the codebase.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None is will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn&#039;t apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, defaults to 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether shots which impact the ship&#039;s hull before they&#039;ve travelled at least a distance equal to the shield thickness will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;,.&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Impact explosion animation to trigger when this ship&#039;s shields are hit. Works identically for all shield types.&lt;br /&gt;
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/burner energy regeneration is disabled. Checked via code inspection 2014/12/29&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Glow Noise Mult:&#039;&#039;&#039;&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String, String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible for the player to fly the ship&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|#.24Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=44626</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=44626"/>
		<updated>2015-06-05T11:30:59Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented $Shield Impact Explosion Radius&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2015-05-26|258662ff4c}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$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 $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
&lt;br /&gt;
===$Damage 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;
*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 rate the weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, missiles loaded per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, 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.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky impact explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky impact explosion radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact explosion radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact 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;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3610|&lt;br /&gt;
*Defines the countermeasure effectiveness and radius&lt;br /&gt;
*&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
***Default: 1.0&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;
*&#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;
*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;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 2 is a targeting beam that is used to trigger SSMs. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;,, only values from 0 to 4 are legal&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only needed when editing beams that already exist in other tables.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illiminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
&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.&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 $Ship Recoil Modifier in ships.tbl. This is to avoid exaggerated effects due to retail models having manually defined masses.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=44612</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=44612"/>
		<updated>2015-05-27T11:29:00Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented $Model Icon Direction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2015-05-12|5dfbc6d292}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature has always caused crashes and memory issues. As of 2014/07/24, it has been removed from the codebase.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None is will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn&#039;t apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, defaults to 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether shots which impact the ship&#039;s hull before they&#039;ve travelled at least a distance equal to the shield thickness will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;,.&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/burner energy regeneration is disabled. Checked via code inspection 2014/12/29&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Glow Noise Mult:&#039;&#039;&#039;&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String, String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible for the player to fly the ship&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|#.24Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=44611</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=44611"/>
		<updated>2015-05-27T11:14:54Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented $Thruster Glow Noise Mult&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2015-05-12|5dfbc6d292}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature has always caused crashes and memory issues. As of 2014/07/24, it has been removed from the codebase.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None is will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn&#039;t apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, defaults to 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether shots which impact the ship&#039;s hull before they&#039;ve travelled at least a distance equal to the shield thickness will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;,.&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/burner energy regeneration is disabled. Checked via code inspection 2014/12/29&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Glow Noise Mult:&#039;&#039;&#039;&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String, String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible for the player to fly the ship&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|#.24Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=44608</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=44608"/>
		<updated>2015-05-22T20:19:59Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented $Minimum Engine Volume&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2015-05-12|5dfbc6d292}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature has always caused crashes and memory issues. As of 2014/07/24, it has been removed from the codebase.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None is will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn&#039;t apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, defaults to 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether shots which impact the ship&#039;s hull before they&#039;ve travelled at least a distance equal to the shield thickness will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;,.&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/burner energy regeneration is disabled. Checked via code inspection 2014/12/29&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String, String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible for the player to fly the ship&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|#.24Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=44601</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=44601"/>
		<updated>2015-05-15T12:02:42Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Added links to path metadata bay speed multipliers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|9412}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ai_profiles.tbl&#039;&#039;&#039; allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;hidden&amp;quot; profile called FS2 RETAIL that is hard-coded into FreeSpace Open and cannot be modified.  It is always the default profile unless another is specified using $Default Profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039; &#039;&#039;a profile name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up to 9 different AI profiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missiles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI&#039;s aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn. A value of 1.0 means the ship turns at normal speed, 2.0 means half speed (takes twice as long), etc. Note that this value ONLY affects ships hostile to the player (always 1.0 for friendly ships). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target&#039;s current velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by &#039;&#039;$Stalemate Distance Threshold&#039;&#039;) for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see &#039;&#039;$Stalemate Time Threshold&#039;&#039;). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player&#039;s score if they are repaired by a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after bombs are fired during which the bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chance AI Has to Fire Missiles at Player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Chance - expressed in (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) / 7 - of each AI turret within current 10 second segment to be allowed to shoot missiles at player ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*As $Max Aim Update Delay, but affecting turrets instead&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Player Autoaim FOV:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Gives the player autoaim within the specified number of degrees from the target (FOV). &lt;br /&gt;
*Unlike the ships.tbl settings for autoaim, this only affects the player (and, of course, only if there is a nonzero value for the difficulty level.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Affects how the &amp;quot;model detail level&amp;quot; setting in Options switches between LOD levels. &lt;br /&gt;
*This number acts as a multiplier on the LOD distances specified in ships.tbl.&lt;br /&gt;
*NOTE THAT THIS IS PER DETAIL LEVEL, NOT PER DIFFICULTY LEVEL.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.125, 0.25, 1.0, 4.0, 8.0}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.}}&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no penalty for linking primaries. Normally, the rate of fire is *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will inherit their firing ship&#039;s velocity.  A ship traveling quickly will fire weapons faster than a ship traveling slowly.  This also improves the accuracy of weapons fired while gliding.}}&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there&#039;s quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV set for certain missile types limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
===$force beam turrets to use normal fov:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set makes beam turrets use same FOV rules as other weapons do. Prevents beam from a turret from following the target beyond the turret&#039;s FOV}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, the game will check if the dying ship is a player&#039;s wingman, before making it give a death scream.&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform fewer checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$all ships manage shields:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows AI to manage shields on big ships}}&lt;br /&gt;
&lt;br /&gt;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table370|&lt;br /&gt;
*When set, no ships will link primaries for the first 30 seconds of a mission. In addition, ships will randomly not link for the first two minutes of a mission. Set this to NO to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, beam weapons will be able to effectively intercept bombs. In addition, bombs flying through a beam path will get damaged and destroyed. Default: NO.}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$ai path mode:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Possible options are &amp;quot;normal&amp;quot; and &amp;quot;alt1&amp;quot;. The alt1 mode differs from the normal behaviour in the following ways:&lt;br /&gt;
**1. No path shortcutting. Normal pathing AI will skip forward along a path to the furthest point it can reach. This is sometimes desirable, but makes it a lot harder to predict how the AI is going to behave at various points along a path. Turning this off also allows us to force the AI to straighten out, by giving it several waypoints in a more-or-less straight line. This is useful for such things as lining up a landing. &lt;br /&gt;
**2. No sliding when following paths. Docking still works, but there is some code that causes the AI to go full retard if it just misses a point: it turns towards the point in big, looping circles. This is apparently caused by passing a slide_vec value into ai_turn_towards_vector, which doesn&#039;t even seem to do what you&#039;d expect it to do. Passing a null value instead turns off the stupid. (The behavior is fixed in alt1).&lt;br /&gt;
**3. Momentum taken into account when following paths. Path points will trigger sooner, proportional to the ship&#039;s speed and momentum. This prevents the AI from massively overshooting a waypoint, especially with high-damp ships.&lt;br /&gt;
**4. AI tries to follow the line between waypoints. Instead of just pointing at the next waypoint, the AI will fly a bit towards the line. This helps keep the AI actually on the path it claims to be following. See picture:[[Image:Altpaths.png]]&lt;br /&gt;
Blue is what happens with regular pathing. Red is the modified pathing: as you can see, it actively moves back towards the line.&lt;br /&gt;
**5. AI will respect &amp;quot;cap-waypoint-speed&amp;quot; when following paths (such as when docking or departing via bay).}}&lt;br /&gt;
&lt;br /&gt;
===$default weapon select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$default ship select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$no warp camera:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, prevents the view from switching to the external camera when the player warps out.&lt;br /&gt;
*Note: this flag is deprecated and may get moved to another table without further notice.}}&lt;br /&gt;
&lt;br /&gt;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missiles Locked on Player:                2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.333,0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.1,  0.2,  0.35, 0.5,  0.6&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         NO&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, &#039;&#039;Hard Light Productions Forums&#039;&#039;, Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=44600</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=44600"/>
		<updated>2015-05-15T12:00:10Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Fixed wrong nesting level&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2015-05-12|5dfbc6d292}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature has always caused crashes and memory issues. As of 2014/07/24, it has been removed from the codebase.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None is will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn&#039;t apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, defaults to 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether shots which impact the ship&#039;s hull before they&#039;ve travelled at least a distance equal to the shield thickness will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;,.&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/burner energy regeneration is disabled. Checked via code inspection 2014/12/29&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String, String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible for the player to fly the ship&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|#.24Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=44599</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=44599"/>
		<updated>2015-05-15T11:53:26Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented +arrive/depart speed multiplier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2015-05-12|5dfbc6d292}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature has always caused crashes and memory issues. As of 2014/07/24, it has been removed from the codebase.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None is will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn&#039;t apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, defaults to 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether shots which impact the ship&#039;s hull before they&#039;ve travelled at least a distance equal to the shield thickness will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;,.&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/burner energy regeneration is disabled. Checked via code inspection 2014/12/29&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String, String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
===+arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
===+depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible for the player to fly the ship&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|#.24Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=44598</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=44598"/>
		<updated>2015-05-15T11:49:26Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented $bay arrive/depart speed multiplier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|9412}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ai_profiles.tbl&#039;&#039;&#039; allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;hidden&amp;quot; profile called FS2 RETAIL that is hard-coded into FreeSpace Open and cannot be modified.  It is always the default profile unless another is specified using $Default Profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039; &#039;&#039;a profile name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up to 9 different AI profiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missiles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI&#039;s aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn. A value of 1.0 means the ship turns at normal speed, 2.0 means half speed (takes twice as long), etc. Note that this value ONLY affects ships hostile to the player (always 1.0 for friendly ships). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target&#039;s current velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by &#039;&#039;$Stalemate Distance Threshold&#039;&#039;) for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see &#039;&#039;$Stalemate Time Threshold&#039;&#039;). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player&#039;s score if they are repaired by a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after bombs are fired during which the bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chance AI Has to Fire Missiles at Player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Chance - expressed in (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) / 7 - of each AI turret within current 10 second segment to be allowed to shoot missiles at player ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*As $Max Aim Update Delay, but affecting turrets instead&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Player Autoaim FOV:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Gives the player autoaim within the specified number of degrees from the target (FOV). &lt;br /&gt;
*Unlike the ships.tbl settings for autoaim, this only affects the player (and, of course, only if there is a nonzero value for the difficulty level.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Affects how the &amp;quot;model detail level&amp;quot; setting in Options switches between LOD levels. &lt;br /&gt;
*This number acts as a multiplier on the LOD distances specified in ships.tbl.&lt;br /&gt;
*NOTE THAT THIS IS PER DETAIL LEVEL, NOT PER DIFFICULTY LEVEL.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.125, 0.25, 1.0, 4.0, 8.0}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.}}&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no penalty for linking primaries. Normally, the rate of fire is *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will inherit their firing ship&#039;s velocity.  A ship traveling quickly will fire weapons faster than a ship traveling slowly.  This also improves the accuracy of weapons fired while gliding.}}&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there&#039;s quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV set for certain missile types limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
===$force beam turrets to use normal fov:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set makes beam turrets use same FOV rules as other weapons do. Prevents beam from a turret from following the target beyond the turret&#039;s FOV}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, the game will check if the dying ship is a player&#039;s wingman, before making it give a death scream.&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform fewer checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$all ships manage shields:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows AI to manage shields on big ships}}&lt;br /&gt;
&lt;br /&gt;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table370|&lt;br /&gt;
*When set, no ships will link primaries for the first 30 seconds of a mission. In addition, ships will randomly not link for the first two minutes of a mission. Set this to NO to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, beam weapons will be able to effectively intercept bombs. In addition, bombs flying through a beam path will get damaged and destroyed. Default: NO.}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$ai path mode:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Possible options are &amp;quot;normal&amp;quot; and &amp;quot;alt1&amp;quot;. The alt1 mode differs from the normal behaviour in the following ways:&lt;br /&gt;
**1. No path shortcutting. Normal pathing AI will skip forward along a path to the furthest point it can reach. This is sometimes desirable, but makes it a lot harder to predict how the AI is going to behave at various points along a path. Turning this off also allows us to force the AI to straighten out, by giving it several waypoints in a more-or-less straight line. This is useful for such things as lining up a landing. &lt;br /&gt;
**2. No sliding when following paths. Docking still works, but there is some code that causes the AI to go full retard if it just misses a point: it turns towards the point in big, looping circles. This is apparently caused by passing a slide_vec value into ai_turn_towards_vector, which doesn&#039;t even seem to do what you&#039;d expect it to do. Passing a null value instead turns off the stupid. (The behavior is fixed in alt1).&lt;br /&gt;
**3. Momentum taken into account when following paths. Path points will trigger sooner, proportional to the ship&#039;s speed and momentum. This prevents the AI from massively overshooting a waypoint, especially with high-damp ships.&lt;br /&gt;
**4. AI tries to follow the line between waypoints. Instead of just pointing at the next waypoint, the AI will fly a bit towards the line. This helps keep the AI actually on the path it claims to be following. See picture:[[Image:Altpaths.png]]&lt;br /&gt;
Blue is what happens with regular pathing. Red is the modified pathing: as you can see, it actively moves back towards the line.&lt;br /&gt;
**5. AI will respect &amp;quot;cap-waypoint-speed&amp;quot; when following paths (such as when docking or departing via bay).}}&lt;br /&gt;
&lt;br /&gt;
===$default weapon select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$default ship select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$no warp camera:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, prevents the view from switching to the external camera when the player warps out.&lt;br /&gt;
*Note: this flag is deprecated and may get moved to another table without further notice.}}&lt;br /&gt;
&lt;br /&gt;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missiles Locked on Player:                2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.333,0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.1,  0.2,  0.35, 0.5,  0.6&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         NO&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, &#039;&#039;Hard Light Productions Forums&#039;&#039;, Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=44579</id>
		<title>Controlconfigdefaults.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=44579"/>
		<updated>2015-05-10T09:27:41Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented $Name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|7478}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;controlconfigdefaults.tbl&#039;&#039;&#039; can be used to modify the default key bindings in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Begins with &#039;&#039;&#039;#ControlConfigOverride&#039;&#039;&#039; and ends with &#039;&#039;&#039;#End&#039;&#039;&#039;.&lt;br /&gt;
*Only entries that you want to change are required.&lt;br /&gt;
*Entries not listed will be assigned to their default/hardcoded values.&lt;br /&gt;
{{Table371|&lt;br /&gt;
Multiple #ControlConfigOverride...#End blocks can be provided. In this case, each block defines a separate control config preset, and the &amp;quot;Defaults&amp;quot; button in the control config screen can be used to cycle through them. This can be used to provide multiple pre-defined control schemes for the player to choose from (or base their personal modifications on). If used, it&#039;s a good idea to also use [[Strings.tbl]] to change the &amp;quot;Defaults&amp;quot; text to for example &amp;quot;Cycle\nPresets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first given block is used as the &amp;quot;global&amp;quot; defaults, used for example when working with the key-pressed SEXP in FRED.}}&lt;br /&gt;
&lt;br /&gt;
===$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;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&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;
*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;
==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;
==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>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=43822</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=43822"/>
		<updated>2014-05-01T22:20:32Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented default volume level overrides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|9771}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;game_settings.tbl&#039;&#039;&#039;, also known as mod.tbl, defines options that can be changed globally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
Optional. This group contains various Campaign related settings and overrides.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#Ignored Campaign File Names==&lt;br /&gt;
Optional. Defines which campaigns, if present, will not appear in the Campaign Room. Only single-player campaigns can be ignored. &#039;&#039;File extensions are required.&#039;&#039;&lt;br /&gt;
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Campaign File Name:===&lt;br /&gt;
File name of the campaign to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#HUD SETTINGS==&lt;br /&gt;
Optional. This group contains various HUD behavior settings and overrides&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 0 ms&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene camera displays HUD:===&lt;br /&gt;
Show the HUD when the cutscene camera is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Full color head animations:===&lt;br /&gt;
Enables full-color head ANIs. Normal head ANIs will appear in gray.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
Optional. This group contains SEXP settings and overrides.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
Optional. This group contains settings related to graphics.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; (0-3)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (very high)&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SOUND SETTINGS==&lt;br /&gt;
Optional. This group contains sound-related settings&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Default Sound Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default sound fx volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Music Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default music volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.5&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Voice Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default voice volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
Optional. This group contains miscellaneous settings. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret&#039;s barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents&#039; collision group setting. Default is false.}}&lt;br /&gt;
&lt;br /&gt;
===$Flight controls follow eyepoint orientation:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that if the player ship&#039;s eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship. Default is false.}}&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #Ignored Campaign File Names&lt;br /&gt;
    $Campaign File Name: FreeSpace2.fc2&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Self Praise Percentage: 75&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Multiplayer_Getting_Started_Guide&amp;diff=43707</id>
		<title>Multiplayer Getting Started Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Multiplayer_Getting_Started_Guide&amp;diff=43707"/>
		<updated>2014-03-17T12:49:36Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Added note about &amp;quot;/multidata&amp;quot; renamed to &amp;quot;Broadcast Locally&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This detailed step-by-step guide will help you set up a current installation of FreeSpace Open for online multiplayer gaming, either on FS2NetD or through a direct IP connection. The guide is aimed at those who have little to no experience with FreeSpace Open and covers everything that might be needed to get multiplayer up and running, so more experienced users may want to just read the headlines to make sure they don&#039;t forget an important step.&lt;br /&gt;
&lt;br /&gt;
==Pre-Game Preparation==&lt;br /&gt;
Before starting the actual game, there are a few outside factors that need to be taken care of first:&lt;br /&gt;
===FS2NetD Account Registration===&lt;br /&gt;
The first thing to do is to register your multiplayer account with FS2NetD. To do that, follow the steps below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If you do not intend to play on FS2NetD, this step can be safely skipped as registration is not required for IP play, but registering is recommended nonetheless in case you change your mind.&#039;&#039;&lt;br /&gt;
[[Image:FS2NetD_login.JPG|frame|FS2NetD login box|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Step 1:&#039;&#039;&#039; Go to the FS2NetD website, found here: [http://fs2netd.game-warden.com/ FS2NetD Home]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Click the &#039;&#039;&#039;Register&#039;&#039;&#039; button (&#039;&#039;highlighted in image on the left&#039;&#039;) in the login box on the top-left of the page. This brings you to the registration screen for new users. Do not write anything in the two boxes for Pilot and Password, those are for users who have already signed up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Step 3:&#039;&#039;&#039; You now have 3 fields to fill out, as shown in the image to the right.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;In the &#039;&#039;&#039;Pilot Name&#039;&#039;&#039; field, write the name of the pilot you intend to use when playing on FS2NetD.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;[[Image:FS2NetD_registration.JPG|frame|FS2NetD registration screen|right]]In the &#039;&#039;&#039;Password&#039;&#039;&#039; field, write a password of your choice. As always with passwords, it is a good idea to use one that is difficult to guess - If you need tips on that, here is a quick guide: [http://www.hr.mnscu.edu/faq/password.html Choosing a Good Password]. It would also be a very bad idea to reuse an existing password that is already being used for something sensitive.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Then, in the &#039;&#039;&#039;Email&#039;&#039;&#039; field, put in a valid E-mail address. Upon completion of registration, a confirmation email will be sent to this address with a link you must follow to active your account, so &#039;&#039;do not&#039;&#039; put in a bogus address. If you do not wish to give up your usual email address, then you can use a web-based email service instead - As long as you can receive the mail and follow the link, you&#039;re good to go.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Finally, click the &#039;&#039;&#039;Process Registration&#039;&#039;&#039; button (&#039;&#039;highlighted in image to the right&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Step 4:&#039;&#039;&#039; Two mails have now been sent to the address you provided, one containing your login information (may want to write this down) and one containing an activation link. Open the one titled &#039;&#039;&#039;FS2NET Registration Authorization for: *****&#039;&#039;&#039;, then follow the link inside to activate your FS2NetD account.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: A pilot registered with FS2NetD can be used with all supported mods. It is not necessary to register separate pilots for FreeSpace, Beyond the Red Line and Wing Commander Saga, though you do have the option of doing so.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Firewall/Router Setup===&lt;br /&gt;
As FreeSpace Open uses port 7808 for multiplayer games, it is necessary to allow communication on this port to pass through your firewall and, if applicable, router unhindered. To do this, call up the control panel for your firewall/router and add an rule that opens up port 7808 to both ingoing and outgoing traffic, for both the TCP and UDP protocols. Detailed walkthroughs of how to do this for some common firewalls and routers can be found in the [[Port Forwarding]] article, so consult that if you have trouble figuring out how to do it.&lt;br /&gt;
&lt;br /&gt;
Failure to do this will make you unable to host games, though depending on circumstances you may still be able to join games hosted by others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Config File Setup===&lt;br /&gt;
FreeSspace Open relies on a config file to tell it the location of the FS2NetD server, and depending on how you acquired the game this file may not be present. If you downloaded the game using Turey&#039;s [http://www.hard-light.net/forums/index.php/topic,42854.0.html Online Installer], or used the official installers to get either [[Beyond the Red Line]] or [[Wing Commander Saga]], then you will already have a correct version of this file appropriate to your installation and can skip this step. Otherwise, proceed.&lt;br /&gt;
&lt;br /&gt;
The file in question, called &amp;lt;tt&amp;gt;fs2open_pxo.cfg&amp;lt;/tt&amp;gt;, should be located in the /data/ folder under your FreeSpace installation directory and should contain the following two lines depending on what you have installed:&lt;br /&gt;
&lt;br /&gt;
Standard FreeSpace Open installation:&lt;br /&gt;
 fs2netd.game-warden.com&lt;br /&gt;
 12000&lt;br /&gt;
Beyond the Red Line installation:&lt;br /&gt;
 fs2netd.game-warden.com&lt;br /&gt;
 12001&lt;br /&gt;
Wing Commander Saga installation:&lt;br /&gt;
 fs2netd.game-warden.com&lt;br /&gt;
 12003&lt;br /&gt;
The Babylon Project installation:&lt;br /&gt;
 fs2netd.game-warden.com&lt;br /&gt;
 12004&lt;br /&gt;
If this file is &#039;&#039;&#039;not&#039;&#039;&#039; present, or does not contain the exact lines above, then create a new text file in the /data/ folder, copy the appropriate lines to it, and save it as &amp;lt;tt&amp;gt;fs2open_pxo.cfg&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The current IP address of fs2netd.game-warden.com is&#039;&#039; &amp;lt;tt&amp;gt;64.92.160.250&amp;lt;/tt&amp;gt;&#039;&#039;, so if the first line says that instead then it will still work. However, using the URL is safer in case the IP address changes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: For those using the [[MediaVP]]s with a standard FreeSpace Open installation, a version of this file containing the same two lines may also be found in /mediavps/data/.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Getting the Validated Missions===&lt;br /&gt;
As the next step before moving in-game, you should download the multiplayer mission package. This package contains extra multiplayer missions for FreeSpace 2, all of which are validated for online play over FS2NetD. This means that stats from these missions will be saved by the FS2NetD server after each game.&lt;br /&gt;
&lt;br /&gt;
To use them properly, first download the &amp;lt;tt&amp;gt;multi-mission-pack.vp&amp;lt;/tt&amp;gt; file (&#039;&#039;link below&#039;&#039;) and save it to a separate directory under your FreeSpace 2 installation - For the purposes of this guide, we will use the directory &#039;&#039;&#039;&amp;lt;tt&amp;gt;&amp;lt;FreeSpace 2 location&amp;gt;/multimissions/&amp;lt;/tt&amp;gt;&#039;&#039;&#039;. Then select that directory as a mod in the launcher (&#039;&#039;see next section&#039;&#039;). There is also an optional voice pack addon for those missions which, if you choose to download it, should be placed in the same directory as the mission package.&lt;br /&gt;
&lt;br /&gt;
*[http://web.archive.org/web/20090815000000*/http://www.fszmirror.com/files/multi-mission-pack.vp Mission package]&lt;br /&gt;
*[http://web.archive.org/web/20081022231035/http://www.fszmirror.com/files/multi-voice-pack.vp Voice package]&lt;br /&gt;
&lt;br /&gt;
===Launcher Setup===&lt;br /&gt;
Before being able to play online, your internet connection must be correctly configured in the launcher. To do that, follow the steps below:&lt;br /&gt;
[[Image:Launcher_network.JPG|frame|Network tab in the FreeSpace Open launcher|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Step 1:&#039;&#039;&#039; Start the FreeSpace Open launcher and go to the &#039;&#039;&#039;Network&#039;&#039;&#039; tab (&#039;&#039;pictured left&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Step 2:&#039;&#039;&#039; In the &#039;&#039;&#039;Internet Connection&#039;&#039;&#039; field, choose &#039;&#039;Dialup Networking&#039;&#039; if you are using a standard or ISDN modem to connect to the internet. If you are using broadband connection such ADSL, Cable or (heavens forbid) a Fiber-Optic connection, choose the &#039;&#039;LAN/Direct Connection (And AOL)&#039;&#039; option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Step 3:&#039;&#039;&#039; In the &#039;&#039;&#039;Connection Speed&#039;&#039;&#039; field, simply choose the option that best fits your connection. Note that faster cable connections may belong in the &#039;&#039;T1, ADSL, T3, etc&#039;&#039; category as speeds have been upped significantly over the last few years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note, do &#039;&#039;&#039;not&#039;&#039;&#039; put anything into the &#039;&#039;&#039;Force local port&#039;&#039;&#039; or &#039;&#039;&#039;Force IP address&#039;&#039;&#039; fields at the bottom of the &#039;&#039;&#039;Network&#039;&#039;&#039; tab. Leave them as is. Doing otherwise can make it impossible for you to connect to FS2NetD.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Step 4:&#039;&#039;&#039; Now go to the &#039;&#039;&#039;MOD&#039;&#039;&#039; tab (&#039;&#039;just above the highlighted Network tab in the image&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Step 5:&#039;&#039;&#039; In the &#039;&#039;&#039;MOD&#039;&#039;&#039; tab, click the &#039;&#039;&#039;Select MOD&#039;&#039;&#039; button, select the &#039;&#039;&#039;&amp;lt;tt&amp;gt;multimissions&amp;lt;/tt&amp;gt;&#039;&#039;&#039; folder from the list that&lt;br /&gt;
pops up, and click &#039;&#039;&#039;OK&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Step 6:&#039;&#039;&#039; Click &#039;&#039;&#039;Apply&#039;&#039;&#039; at the bottom-right of the launcher to save the settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In-Game Preparation==&lt;br /&gt;
With the above preparations taken care of, there are still a few in-game things to take care of.&lt;br /&gt;
===Creating a Multiplayer Pilot===&lt;br /&gt;
The first thing to do is to create a multiplayer pilot, by following these steps:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Pilot_select_multi.JPG|frame|Pilot selection screen in standard FreeSpace|right]]&lt;br /&gt;
*&#039;&#039;&#039;Step 1:&#039;&#039;&#039; Start the game using the launcher, and you will arrive at the pilot selection screen (&#039;&#039;pictured right&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Click on the &#039;&#039;&#039;Multi&#039;&#039;&#039; button in the top-right corner (&#039;&#039;highlighted&#039;&#039;) to go to the multiplayer pilot screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Step 3:&#039;&#039;&#039; Click on the &#039;&#039;&#039;Create&#039;&#039;&#039; button in the bottom-left corner (&#039;&#039;highlighted&#039;&#039;) as when creating a normal pilot. However, since we are now on the multiplayer screen, it will create a multiplayer pilot instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Step 4:&#039;&#039;&#039; Type in the pilot name you used when you [[Multiplayer Getting Started Guide#FS2NetD Account Registration|registered your FS2NetD account]], and hit enter to create the pilot. It is not a problem if this name is the same as one of your singleplayer pilots, as they are stored separately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Step 5:&#039;&#039;&#039; Select the pilot by clicking the name, and click &#039;&#039;&#039;Select&#039;&#039;&#039; to enter the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If you can&#039;t remember the pilot name you used when you registered, check your email - Upon registration, an email titled &#039;&#039;&#039;FS2NET Login Information For: *****&#039;&#039;&#039; is sent to the email address you provided. The name in the title (here replaced with asterisks) is the pilot name you need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Multiplayer_options_navbar.JPG|frame|Options screen navigation bar|right]]&lt;br /&gt;
===Multiplayer Setup===&lt;br /&gt;
Once in the game, go to the options screen (&#039;&#039;&#039;F2&#039;&#039;&#039;), then click on the &#039;&#039;&#039;Multi&#039;&#039;&#039; button (&#039;&#039;highlighted in image&#039;&#039;) in the top navigation bar. Here there are a number of settings to go over, some which vary depending on whether you want to play FS2NetD games or IP games, and some which apply to both.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Global Settings====&lt;br /&gt;
These settings apply to both IP and FS2NetD games.&lt;br /&gt;
[[Image:Multiplayer_protocol.JPG|frame|Protocol selection|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Protocol Selection:&#039;&#039;&#039; These two buttons, found in the upper-left corner of the options screen, determine the network protocol used by the game to communicate with other machines. Set this to &#039;&#039;&#039;TCP&#039;&#039;&#039; as shown in the image to the left. The &#039;&#039;&#039;IPX&#039;&#039;&#039; protocol, while once popular, is no longer widely used and has been superceded by &#039;&#039;&#039;TCP&#039;&#039;&#039; in practically all areas, so unless specifically instructed otherwise, always leave this setting on &#039;&#039;&#039;TCP&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Multiplayer_multidata.JPG|frame|Multidata button|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Multidata:&#039;&#039;&#039; This button, found in the middle-left of the options screen, currently has no effect. Leave if &#039;&#039;&#039;Off&#039;&#039;&#039; as shown in the image to the left.&lt;br /&gt;
&lt;br /&gt;
{{Table371|This has been renamed to &amp;quot;Broadcast Locally&amp;quot;, which is presumably the intended original name.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Multiplayer_object_update.JPG|frame|Object Update buttons|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Object Update:&#039;&#039;&#039; These four buttons, found in the upper-right part of the options screen, determine the rate at which your machine receives updates on objects in a mission. Most of the time, you will want to leave this on &#039;&#039;&#039;Low&#039;&#039;&#039; (&#039;&#039;as shown in the image to the right&#039;&#039;), as it can cause severe stress for a server if everyone in a game has this set to High, which in turn causes lag. So while it may seem counterintuitive, having updates set to &#039;&#039;&#039;Low&#039;&#039;&#039; does in fact make for a better multiplayer experience.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;There is one exception to this - When you are hosting a game. In this case, and in this case only, set object update to &#039;&#039;&#039;High&#039;&#039;&#039;. Just remember to set it back to &#039;&#039;&#039;Low&#039;&#039;&#039; once you are done playing host.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Multiplayer_pilot_squad_images.JPG|frame|Pilot/Squad images buttons|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pilot/Squad Images:&#039;&#039;&#039; These buttons, in the middle-right of the options screen, determine whether you will automatically download any pilot and squadron images used by other players when you connect to a server, if you don&#039;t already have them. The recommended setting is &#039;&#039;&#039;Yes&#039;&#039;&#039; as shown in the image to the right, but it is up to you whether you want to download them or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Multiplayer_transfer_missions_new.JPG|frame|Transfer missions buttons|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Transfer Missions:&#039;&#039;&#039; These two buttons, in the middle-right part of the options screen, determine the location to which auto-transferred missions are saved. Always leave it on &#039;&#039;&#039;/Missions&#039;&#039;&#039; as shown in the image to the right, as selecting /Multidata can currently leave you unable to play the missions that are automatically transferred.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Multiplayer_cache_flush.JPG|frame|Cache Flush buttons|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cache Flush:&#039;&#039;&#039; These buttons, in the lower-right part of the options screen, determine when the multiplayer cache will be cleared. With the size of today&#039;s harddrives, it is best to simply leave this on &#039;&#039;&#039;Never&#039;&#039;&#039; as shown in the image to the right, as it may cut waiting times a little when joining a game with people you have played with before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====FS2NetD Specific Settings====&lt;br /&gt;
These settings apply only when you want to play games over the FS2NetD service. In the PXO Login box, found at the bottom-left area of the options screen and pictured below, you need to type in the information you used when you [[Multiplayer Getting Started Guide#FS2NetD Account Registration|registered your FS2NetD account]]:&lt;br /&gt;
[[Image:Multiplayer_pxo.JPG|frame|PXO login box|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*First, make sure the &#039;&#039;&#039;PXO&#039;&#039;&#039; button in the top-left of the login box is turned on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*In the &#039;&#039;&#039;Login&#039;&#039;&#039; field, write the name of the FS2NetD multiplayer pilot you are currently using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*In the &#039;&#039;&#039;Password&#039;&#039;&#039; field, write the password you used when you registered that pilot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finally, if you have joined a multiplayer squadron, type the name of that squadron in the &#039;&#039;&#039;Squadron&#039;&#039;&#039; field. This last field is optional, so it is OK to leave it blank for those who are not in a squadron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this done, you will automatically enter the multiplayer lobby when you click on the Ready Room from the main hall, and see any FS2NetD games that are currently running.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If you can&#039;t remember the pilot name or password you used when you registered, check your email - Upon registration, an email titled &#039;&#039;&#039;FS2NET Login Information For: *****&#039;&#039;&#039; is sent to the email address you provided. This email contains both the name and the password you need for your FS2NetD login.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Direct IP Specific Settings====&lt;br /&gt;
These settings only apply when you want to play games using a direct IP connection to the host computer. To do this, you need to first enter the IP address of the server you want to join and then turn off PXO, as shown below.&lt;br /&gt;
[[Image:Multiplayer_IP_address.JPG|frame|IP addresses box|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Add an IP Address:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*First, click the &#039;&#039;&#039;Add&#039;&#039;&#039; button (&#039;&#039;highlighted&#039;&#039;), and a marker will appear after &#039;&#039;&#039;IP Address&#039;&#039;&#039; at the top of the box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Next, in the place where &#039;&#039;&#039;IP Address of Server&#039;&#039;&#039; appears in the image, type in the IP address of the computer hosting the game you want to join and hit enter, and the address will appear in the box below. You do not need to select the address after adding it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Multiplayer_pxo_off.JPG|frame|PXO button, off|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deselect PXO:&#039;&#039;&#039;&lt;br /&gt;
*To deselect PXO, simply turn off the PXO button in the PXO Login box, as shown to the left.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this done, you will automatically enter the multiplayer lobby when you click on the Ready Room from the main hall, and see any games that are currently being hosted on servers whose IP address you have added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: When hosting an IP game, you do not need to enter the IP addresses of the client machines. However, you will need to supply them with &#039;&#039;&#039;Your&#039;&#039;&#039; IP address so they can add you to their list. To find your IP address, you can either go to the &#039;&#039;&#039;Support&#039;&#039;&#039; section for the connection you are using to access the internet, or go to [http://whatismyip.com/ whatismyip.com] to see it online.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A quick overview of the rest of the IP Addresses box:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The two &#039;&#039;&#039;Up&#039;&#039;&#039; and &#039;&#039;&#039;Down&#039;&#039;&#039; arrows on the left of the box allow you to scroll it if you have added a lot of IP addresses.&lt;br /&gt;
* The &#039;&#039;&#039;Rem.&#039;&#039;&#039; button next to the Add button allows you to delete an IP address you no longer need. The address to be deleted is selected by clicking on it, after which it will be highlighted as shown with the first of the two addresses in the image above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Joining a Game==&lt;br /&gt;
Once all the different options are set up to your satisfaction, select your multiplayer pilot and enter the Ready Room (&#039;&#039;&#039;R&#039;&#039;&#039;). This takes you to the multiplayer lobby.&lt;br /&gt;
&lt;br /&gt;
===Lobby Screen===&lt;br /&gt;
[[Image:Multiplayer_server_list.JPG|frame|Server list with a game in the forming stage|right]]&lt;br /&gt;
The first thing you will see when you enter the multiplayer lobby is the server list, which takes up the top two-thirds of the screen. If one or more games are running, as shown in the image above, you are presented with a number of facts about each game, sorted into columns - If no games are currently running, you will be treated to the message shown in the second image below. Here&#039;s what the information in each column means:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Status:&#039;&#039;&#039; This represents the stage the game is currently at, and can be either &#039;&#039;&#039;Forming&#039;&#039;&#039;, &#039;&#039;&#039;Briefing&#039;&#039;&#039;, &#039;&#039;&#039;Playing&#039;&#039;&#039;, or &#039;&#039;&#039;Debriefing&#039;&#039;&#039;. You can only join games in the &#039;&#039;&#039;Forming&#039;&#039;&#039; stage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Server:&#039;&#039;&#039; The server column shows you several different things:&lt;br /&gt;
**The green symbols on the left indicate the type of game - One group of three arrows is &#039;&#039;&#039;Coop&#039;&#039;&#039;, two opposing groups of three arrows (&#039;&#039;see above image&#039;&#039;) is &#039;&#039;&#039;Team vs Team&#039;&#039;&#039;, and 4 single arrows pointing towards eachother is &#039;&#039;&#039;Dogfight&#039;&#039;&#039;.[[Image:Multiplayer_server_list_none.JPG|frame|Server list with no games running|right]]&lt;br /&gt;
**The green text next to the symbols shows the speed of host&#039;s internet connection.&lt;br /&gt;
**And finally, the grey/blue text to the right of that shows the name of the game and the mission chosen by the host.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Players:&#039;&#039;&#039; The players column shows the number of players currently in the game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ping:&#039;&#039;&#039; And finally, the ping column shows the quality of your connection to the host, measured by the response time in milliseconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Multiplayer_refresh.JPG|frame|Server list refresh button|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the bottom-left of the server list window is a button labelled &#039;&#039;&#039;Refresh&#039;&#039;&#039; (&#039;&#039;pictured left&#039;&#039;), which lets you refresh the server list to see if any new games have started since you logged into the lobby. Below that, you will find a text box containing a short description whichever mission the server you have selected is running, and on the left side of the list are scroll buttons in case more servers are running than the window can fit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Multiplayer_join.JPG|frame|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have looked over the available information and decided on which game to join, simply click on the game in the server list, and then click the &#039;&#039;&#039;Join&#039;&#039;&#039; button in the bottom-right of the lobby screen (&#039;&#039;shown to the right&#039;&#039;), and you will enter the game. Once you are in a game, you can chat with the other participants and ask any questions you might have regarding the game you have entered. Congratulations, you are now playing a FreeSpace Open multiplayer game.&lt;br /&gt;
&lt;br /&gt;
Once the game enters briefing, it is much the same as in a regular single player mission. The main difference is that you can still chat with the other players while watching the briefing, and you will have to wait for all players to commit to the mission before the mission enters flight mode.&lt;br /&gt;
&lt;br /&gt;
[[Category:Multiplayer]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Species_defs.tbl&amp;diff=43424</id>
		<title>Species defs.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Species_defs.tbl&amp;diff=43424"/>
		<updated>2014-02-07T14:47:55Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Clarified +Shield_Hit_ani slightly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|10131}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;species_defs.tbl&#039;&#039;&#039; is a new table added by the Source Code Project which allows the addition of new species types in addition to Terran, Vasudan and Shivan, or to replace these three species. New species can have individual briefing icons, thruster glows, shield hit anis, debris fields, and [[FRED]] menu colours. Any new species added here must be added to [[icons.tbl]], [[asteroid.tbl]] and [[sounds.tbl]] if the game is to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-sdf.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==Species Entry==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species_Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the species.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;Shivan&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default IFF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the species default IFF in FRED.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of the IFF, either as default IFF types or as define in [[iff_defs.tbl]]&lt;br /&gt;
**Example: &#039;&#039;Hostile&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED Color::===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$FRED Colour:&#039;&#039;&#039;&lt;br /&gt;
*Defines the color used in FRED for this species&lt;br /&gt;
*If not defined the fred defaults color to black ( 0, 0, 0 )&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Color&#039;&#039;&#039; ), three &#039;&#039;&#039;integers&#039;&#039;&#039;, 0 to 255, red, green and blue respectively&lt;br /&gt;
**Example: ( 255, 0, 0 )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Debris_Texture:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the standard texture applied to particle-like impact-effect and &#039;vaporized&#039; ship debris.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
**Example: &#039;&#039;debris01c&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Shield_Hit_ani:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the ani file projected to a species shield mesh when hit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
**Example: &#039;&#039;shivanshield&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ThrustAnims:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039; or &#039;&#039;&#039;+Pri_Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines name of standard thruster animation.&lt;br /&gt;
**This maps the image onto the mesh thrusters.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename or &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
***Example: &#039;&#039;thruster03&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Afterburn:&#039;&#039;&#039; or &#039;&#039;&#039;+Pri_Afterburn:&#039;&#039;&#039;&lt;br /&gt;
**Defines name of afterburn thruster animation.&lt;br /&gt;
**This maps the image onto the mesh thrusters.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename or &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
***Example: &#039;&#039;thruster03a&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines name of secondary standard thruster animation.&lt;br /&gt;
**This is rendered as a plane, the image is centered but on the left edge of the image, and located at each of the engines. This causes the image to flicker in size. it also grows and shrinks depending on the thrust.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
***Example: &#039;&#039;thruster02-03&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039;&lt;br /&gt;
**Defines name of secondary afterburn thruster animation.&lt;br /&gt;
**This is rendered as a plane, the image is centered but on the left edge of the image, and located at each of the engines. This causes the image to flicker in size. it also grows and shrinks depending on the thrust.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
***Example: &#039;&#039;thruster02-03a&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines name of tertiary standard thruster animation.&lt;br /&gt;
**This is rendered as a halo, the image is centered, and located at each of the engines. This will always be facing the player directly. Used for an engine glow that flickers in size.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
***Example: &#039;&#039;thruster03-03&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039;&lt;br /&gt;
**Defines name of tertiary afterburn thruster animation.&lt;br /&gt;
**This is rendered as a halo, the image is centered, and located at each of the engines. This will always be facing the player directly. Used for an engine glow that flickers.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
***Example: &#039;&#039;thruster03-03a&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines name of normal thruster distortion envelope animation.&lt;br /&gt;
**This is the alpha envelope of the thruster distortion. It will take the brightness of the texture multiply it by 10 and use that as the alpha value for the distortion effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
***Example: &#039;&#039;thruster02-03&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039;&lt;br /&gt;
**Defines name of afterburner thruster distortion envelope animation.&lt;br /&gt;
**This is the alpha envelope of the thruster distortion. It will take the brightness of the texture multiply it by 10 and use that as the alpha value for the distortion effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
***Example: &#039;&#039;thruster02-03a&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ThrustGlows:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines name of standard thruster glow bitmap.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename or &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
***Example: &#039;&#039;thrusterglow03&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Afterburn:&#039;&#039;&#039;&lt;br /&gt;
**Defines name of standard thruster glow bitmap.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename or &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
***Example: &#039;&#039;thrusterglow03a&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AwacsMultiplier:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the awacs multiplier.  All ships belonging to the species have their awacs range multiplied by this number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, (multiplier)&lt;br /&gt;
**Example: &#039;&#039;1.25&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Works just like the $Countermeasure Type: on a ship class basis.  If you specify one for the species, you won&#039;t have to specify one for each ship class of that species.}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#SPECIES DEFS&lt;br /&gt;
&lt;br /&gt;
;------------------------&lt;br /&gt;
; Terran&lt;br /&gt;
;------------------------&lt;br /&gt;
$Species_Name: Terran&lt;br /&gt;
$Default IFF: Friendly&lt;br /&gt;
$FRED Color: ( 0, 0, 192 )&lt;br /&gt;
$MiscAnims:&lt;br /&gt;
   +Debris_Texture: debris01a&lt;br /&gt;
   +Shield_Hit_ani: shieldhit01a&lt;br /&gt;
$ThrustAnims:&lt;br /&gt;
   +Normal: thruster01&lt;br /&gt;
   +Afterburn: thruster01a&lt;br /&gt;
$ThrustGlows:&lt;br /&gt;
   +Normal: thrusterglow01&lt;br /&gt;
   +Afterburn: thrusterglow01a&lt;br /&gt;
$AwacsMultiplier: 1.00&lt;br /&gt;
&lt;br /&gt;
;------------------------&lt;br /&gt;
; Vasudan&lt;br /&gt;
;------------------------&lt;br /&gt;
$Species_Name: Vasudan&lt;br /&gt;
$Default IFF: Friendly&lt;br /&gt;
$FRED Color: ( 0, 128, 0 )&lt;br /&gt;
$MiscAnims:&lt;br /&gt;
   +Debris_Texture: debris01b&lt;br /&gt;
   +Shield_Hit_ani: shieldhit01a&lt;br /&gt;
$ThrustAnims:&lt;br /&gt;
   +Normal: thruster02&lt;br /&gt;
   +Afterburn: thruster02a&lt;br /&gt;
$ThrustGlows:&lt;br /&gt;
   +Normal: thrusterglow02&lt;br /&gt;
   +Afterburn: thrusterglow02a&lt;br /&gt;
$AwacsMultiplier: 1.25&lt;br /&gt;
&lt;br /&gt;
;------------------------&lt;br /&gt;
; Shivan&lt;br /&gt;
;------------------------&lt;br /&gt;
$Species_Name: Shivan&lt;br /&gt;
$Default IFF: Hostile&lt;br /&gt;
$FRED Color: ( 192, 0, 0 )&lt;br /&gt;
$MiscAnims:&lt;br /&gt;
   +Debris_Texture: debris01c&lt;br /&gt;
   +Shield_Hit_ani: shieldhit01a&lt;br /&gt;
$ThrustAnims:&lt;br /&gt;
   +Normal: thruster03&lt;br /&gt;
   +Afterburn: thruster03a&lt;br /&gt;
$ThrustGlows:&lt;br /&gt;
   +Normal: thrusterglow03&lt;br /&gt;
   +Afterburn: thrusterglow03a&lt;br /&gt;
$AwacsMultiplier: 1.50&lt;br /&gt;
&lt;br /&gt;
#END&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=43136</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=43136"/>
		<updated>2014-01-11T23:08:03Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented new features&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|9215}}&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 and in Tech Room for the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the external weapon model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color. &#039;&#039;(needs confirmation)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Length:  1.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the width of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Head Radius: 0.75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the width of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Tail Radius: 0.75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*How much of a kinetic effect this weapon has on its target. 3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around.&lt;br /&gt;
*This is somehow multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. Also $Mass is used to calculate intensity of &amp;quot;shudder&amp;quot; effect if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (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;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is 5.5 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined 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&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after travelling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. 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 and for aspect seekers 2. Spoofing change is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150&lt;br /&gt;
***Max: 0.5 (Resets to default if set over 0.5)}}&lt;br /&gt;
&lt;br /&gt;
===$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 rate the weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, missiles loaded per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky impact explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky impact explosion radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact explosion radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
**If it has an EMP effect, how deeply it scrambles your electronics&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
**Duration of the EMP effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missiles centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Spawn angle can be defined as many times as the carrier missile has child weapons defined for it (up to 5).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the countermeasure effectiveness and radius&lt;br /&gt;
*&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effective radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
***Default: 300}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the type of beam in question. Beam types: 0 is a standard non-slashing type beam. 1 is a slashing type beam. 2 is a targeting beam that is used to trigger SSMs. 3 is a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles. 4 is a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;,, only values from 0 to 4 are legal&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of lifetime where beam starts shrinking (0.1 == 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**What percentage of max width we subtract per second&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only needed when editing beams that already exist in other tables.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illiminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strenght of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$substitute:&#039;&#039;&#039; can be repeated any number of times. &#039;&#039;+period&#039;&#039; and &#039;&#039;+index&#039;&#039; will grow the pattern array anytime something does not fit so any whole number will be accepted.  If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+period:&#039;&#039;&#039;&lt;br /&gt;
*Substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.  &#039;&#039;&#039;Mutually exclusive with &#039;&#039;+index&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+offset:&#039;&#039;&#039;&lt;br /&gt;
*Shift period pattern &#039;&#039;offset&#039;&#039; shots.  &#039;&#039;&#039;Must be used with &#039;&#039;+frequency&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+index:&#039;&#039;&#039;&lt;br /&gt;
*Substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at &#039;&#039;index&#039;&#039; in the shot pattern. &#039;&#039;&#039;Mutually exclusive with &#039;&#039;+period&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turrets support added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon targetable with the B key, and the AI prefers to use it against large ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI to use this weapon only on capital ships}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&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;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 $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Scripting.tbl&amp;diff=43101</id>
		<title>Scripting.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Scripting.tbl&amp;diff=43101"/>
		<updated>2013-12-27T18:22:10Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented $On Action and $On Action Stopped hooks and the $Action condition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|4500}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;scripting.tbl&#039;&#039;&#039; is used for scripting special features like alternate HUDs or ship viewer into the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-sct.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==General Info==&lt;br /&gt;
*Scripting table consist of several sections identified by a hash mark preceeding the section name (i.g. #Global Hooks)&lt;br /&gt;
*All sections &#039;&#039;must&#039;&#039; end with #&#039;&#039;&#039;End&#039;&#039;&#039;&lt;br /&gt;
*All sections are optional&lt;br /&gt;
*Most entries are optional&lt;br /&gt;
*Scripting hooks are &#039;&#039;&#039;not&#039;&#039;&#039; executed on a separate thread (at least as of this writing). They are executed at given points in the code, and all other execution will not take place until a scripting hook has finished. Therefore, large and complicated scripts will most likely cause noticeable lag or slowdown when executed.&lt;br /&gt;
{{Template:Note|1=Information on this page does not apply to pre-3.6.10 builds}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful references==&lt;br /&gt;
*&#039;&#039;&#039;[[FS2 Open Lua Scripting]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Scripting API]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;!---*&#039;&#039;&#039;[http://fs2source.warpcore.org/temp/scripting.html Scripting.html]&#039;&#039;&#039; - Link OOA ---&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Scripting functions]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Command-Line_Reference#-output_scripting|Command-Line Reference for creating scripting.html]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://lua-users.org/wiki/ Lua-Users Wiki]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://www.lua.org/manual/5.0/ Reference manual for Lua 5.0]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
&lt;br /&gt;
===Frames===&lt;br /&gt;
One of the most important things to understand when reading this guide is the concept of &amp;quot;frames&amp;quot;. (Experienced modders can probably skip this part) In gameplay, motion is achieved by making incremental changes every fraction of a second. A ship will be moved slightly, and then drawn to the screen. This happens 30-120 times a second; anything lower, and the game will become choppy and difficult to play.&lt;br /&gt;
&lt;br /&gt;
There is also a difference in the moving of objects in-game, and the moving of objects onscreen. All ships are first &amp;quot;moved&amp;quot;, in memory. This probably consists of physics calculations, that change the ship&#039;s position based on if their engines are turned on, or if they run into another object. After this, the game then renders the now-moved ships to what is referred to as a &amp;quot;backbuffer&amp;quot; - a place in memory that takes the place of the computer screen. Once rendering has finished, the backbuffer is instantly drawn to the screen. This prevents objects from flickering as they are drawn. You do not have to worry about flipping the backbuffer in scripting; FS2_Open will take care of that for you.&lt;br /&gt;
&lt;br /&gt;
For scripting, &#039;&#039;&#039;it is important to understand that each block of code will therefore be executed several times a second, but only once per frame&#039;&#039;&#039;. However, the exact number of times per second will depend on how much work the computer has to do (And therefore how much time it takes) for each frame. To determine how much time you should consider to have passed, you must use the ba.getFrametime() function; which will return the approximate time the frame will take, in seconds. In addition, if you &amp;quot;move&amp;quot; a ship after it has already been rendered, the change will not become apparent until the next frame.&lt;br /&gt;
&lt;br /&gt;
This does mean that if you want to make a block of text move across the screen, at a rate of 5 pixels per second, all you have to do is multiply the speed by the frametime:&lt;br /&gt;
&amp;lt;pre&amp;gt;#Global Hooks&lt;br /&gt;
$Global: [&lt;br /&gt;
   --If the g_WheeXPosition variable does not exist,&lt;br /&gt;
   --it means we are on the first frame.&lt;br /&gt;
   --If that is the case, set it to zero.&lt;br /&gt;
   if not g_WheeXPosition then&lt;br /&gt;
      g_WheeXPosition = 0&lt;br /&gt;
   end&lt;br /&gt;
&lt;br /&gt;
   --Move the text&lt;br /&gt;
   g_WheeXPosition = g_WheeXPosition + (5 * ba.getFrametime())&lt;br /&gt;
&lt;br /&gt;
   --Draw &amp;quot;WHEE!!!&amp;quot;&lt;br /&gt;
   gr.drawString(&amp;quot;WHEE!!!&amp;quot;, g_WheeXPosition, 10)&lt;br /&gt;
]&lt;br /&gt;
#End&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hooks===&lt;br /&gt;
Scripting &amp;quot;hooks&amp;quot; form the basis of the scripting system. A &amp;quot;hook&amp;quot; simply refers to a point in the code where code to execute scripting has been added. The hook may then be added to a table, or added to a SEXP. In general usage, &amp;quot;hook&amp;quot; refers to an entry in scripting.tbl.&lt;br /&gt;
&lt;br /&gt;
All hooks take the form of an identifer (such as $Global:), followed by brackets to determine what type of scripting is being executed. A lack of brackets also indicates a type of scripting execution. All current bracket configurations are listed below. Note that &amp;quot;$Hook:&amp;quot; is used merely as a placeholder, and should be replaced with the actual hook name ($Global:, $HUD:, $On Frame:, etc).&lt;br /&gt;
#&amp;lt;pre&amp;gt;$Hook: scripting&amp;lt;/pre&amp;gt;Specifies one line of LUA scripting. In addition, the return value of that line will be passed to the interpreter and used (if applicable). Specifying a variable or value on this line will result in it being returned, as well.&lt;br /&gt;
#&amp;lt;pre&amp;gt;$Hook: [scripting]&amp;lt;/pre&amp;gt;A single set of brackets specifies a block of LUA scripting. Does not return a value unless explicitly specified. (Explicit specification is not possible at this time; but may be implemented in the future if/when more future hooks take a return value.)&lt;br /&gt;
#&amp;lt;pre&amp;gt;$Hook: [[scriptfilename.lua]]&amp;lt;/pre&amp;gt;Double brackets specify a file. This file is read out of the data/scripts directory, and must include the file extension. You may specify a compiled lua file as a target as well; this may result in crossplatform issues for a mod, however.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====+Override====&lt;br /&gt;
Some hooks additionally take a +Override: field. This field uses the same bracket configurations as above. If a hook includes a +Override field, this hook always determines whether the default FS2_Open behavior that the hook is associated with will function, or will be disabled. This should be used in cases where scripting will replace the original FS2_Open behavior. For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;$HUD: [&lt;br /&gt;
    gr.setColor(255, 255, 255, 255)&lt;br /&gt;
    gr.drawString(&amp;quot;HUD Disabled&amp;quot;, 50, 50)&lt;br /&gt;
 ]&lt;br /&gt;
    +Override: true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, override hooks are (by convention) executed before FS2_Open behavior. The HUD hook override, for example, is executed before any part of the HUD is actually drawn.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sections==&lt;br /&gt;
&lt;br /&gt;
===#Global Hooks===&lt;br /&gt;
Global hooks are the simplest form of scripting hooks available. They are at preset locations in the code, and are generally executed every time that point is reached. Exceptions to this rule (such as the HUD hook) only depend on one or two variables to determine execution. All other scripting execution is determined by the modder.&lt;br /&gt;
Note that, as with other tables, the game expects these entries in precisely the order given here; if this is not followed, the parser will throw an error.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Global:====&lt;br /&gt;
Script in this section is executed almost immediately before each frame is drawn. This means that any scripting elements will be drawn, or take effect, after everything else, except for the &amp;quot;On Frame&amp;quot; conditional hook. It is not used with the standalone server. In addition, note that use of this hook should generally be avoided, since all scripting will have to be processed every frame.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Splash:====&lt;br /&gt;
This hook is executed once, when the splash images (PreLoad and PreLoadLogo) would be drawn. This hook should generally be used only for drawing the splash screen; any initialization could should be placed in GameInit. This hook is executed before virtually any other subsystem has been loaded, aside from the graphics and filesystem subsystems, so scripting elements such as the table and mission libraries will be nonfunctional.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====+Override:=====&lt;br /&gt;
Executed just before default splash images are loaded and displayed. Note that the frame is still drawn regardless; it is not necessary to flip the backbuffer manually.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$GameInit:====&lt;br /&gt;
This hook is executed once, after all of the Freespace2 subsystems have been initialized. It is executed before the game switches to the main hall or, in the case of standalone server mode, begins the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Simulation:====&lt;br /&gt;
This hook is executed only during missions. It is executed after all damage, movement, physics, SEXPs, and other &amp;quot;physical&amp;quot; in-game changes have been applied. It is executed before anything has been rendered. This hook should be used only for damage, movement, and physics related scripting, as if the game needs to be rendered without any in-game time having been passed, this function will not be called.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$HUD:====&lt;br /&gt;
The HUD hook is executed after the HUD has been drawn. Note that if the HUD is turned off, this hook will be disabled as well, until the HUD is turned back on.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====+Override:=====&lt;br /&gt;
Executed immediately before anything on the HUD is drawn, and controls whether the default FS2_Open is drawn.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===#State Hooks===&lt;br /&gt;
In Freespace2, a &amp;quot;state&amp;quot; more or less refers to a room. It may also refer to a separate mode - playing a mission is the GS_STATE_GAME_PLAY state. The main menu is the GS_STATE_MAIN_MENU state. This section should only exist in 3.6.9. It is included here for the sake of documentation; it has since been removed and superseded by the conditional hook system.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====$State:=====&lt;br /&gt;
Specifies the state name. A full list of states is located here: &#039;&#039;[[List of Game States]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====$Hook:=====&lt;br /&gt;
Executed after all of the state code has been executed, but before the game frame is actually drawn.&lt;br /&gt;
&lt;br /&gt;
======+Override:======&lt;br /&gt;
Determines whether the specified state is handled at all by Freespace. If true, then none of the loading or exit code for the state will be specified as well.&lt;br /&gt;
&lt;br /&gt;
===#Conditional Hooks===&lt;br /&gt;
Scripting hooks are only available in HEAD builds. They consist of any number of conditions, followed by any number of actions. All available conditions and actions are located in the file generated by -output_scripting.&lt;br /&gt;
&lt;br /&gt;
One way to think of conditional scripting is like this: The condition specifies the object that the action will apply to, or the place that the action will occur in. All conditions must be met for their associated actions to execute. Actions are associated with a set of conditions by simply adding them after that set of conditions. (Obviously, you may want to space out each pair of action/condition sets in the TBL to make it easier to read.)&lt;br /&gt;
&lt;br /&gt;
The flexibility of conditional scripting comes in due to its inherent scalability. If you specify a mission and ship condition with a warpin action, that script will only be executed when the ship warps in on that particular mission. Removing the mission field will make that warpin scripting apply to the ship for all missions; or removing the ship field will make the warpin scripting apply to all ships in that mission.&lt;br /&gt;
&lt;br /&gt;
This prompts the question: if this is all conditional scripting does, why not just use the global hook? &lt;br /&gt;
#Organization - conditional scripting is generally easier to read and modify because it is grouped in a standardized manner.&lt;br /&gt;
#Speed - All conditions can be evaluated by FS2_Open itself, without invoking the Lua interpreter at all.&lt;br /&gt;
#Scalability - As of the time of this writing, you can only have one global hook. Modular tables will simply replace it. With conditional scripting, if you want to specify additional actions for a set of conditions in a modular table file, you may do so.&lt;br /&gt;
&lt;br /&gt;
;Format&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;$Condition:&#039;&#039;&#039;: Where &amp;quot;$Condition:&amp;quot; is one of several conditions specified in scripting.html, such as $State: or $Ship:. Takes a value representing the object the condition should be checked against (such as a state, ship, or mission name)&lt;br /&gt;
;&#039;&#039;&#039;$Condition:&#039;&#039;&#039;: ...&lt;br /&gt;
;&#039;&#039;&#039;...&#039;&#039;&#039;:&lt;br /&gt;
;&#039;&#039;&#039;$Action:&#039;&#039;&#039;: Where &amp;quot;$Action:&amp;quot; is one of several actions specified in scripting.html, such as $On Frame or $On Warp In. Takes a scripting hook, using the bracket configuration outlined at the top of this article.&lt;br /&gt;
;&#039;&#039;&#039;$Condition:&#039;&#039;&#039;: ...&lt;br /&gt;
;&#039;&#039;&#039;...&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A brief description of all Conditions and Actions at the time of this writing:&lt;br /&gt;
&lt;br /&gt;
====Conditions====&lt;br /&gt;
&lt;br /&gt;
=====$State:=====&lt;br /&gt;
Controls execution based on what state FS2_Open is in, such as the main hall, options screen, or in a mission.&lt;br /&gt;
*The full list of states can be found here: &#039;&#039;[[List of Game States]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====$Campaign:=====&lt;br /&gt;
Controls execution based on the current campaign&#039;s filename. (It is under consideration to change this to the campaign&#039;s name, instead).&lt;br /&gt;
&lt;br /&gt;
=====$Mission:=====&lt;br /&gt;
Controls execution based on the filename of the last mission to have started. This condition will remain true even after the mission has been exited until another mission is started.&lt;br /&gt;
&lt;br /&gt;
=====$Object Type:=====&lt;br /&gt;
Defines a specific object type that the action will apply for, such as a &amp;quot;Ship&amp;quot;, &amp;quot;Asteroid&amp;quot;, or &amp;quot;Jump Node&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====$Ship:=====&lt;br /&gt;
Defines a specific ship (name) that the action will apply for.&lt;br /&gt;
&lt;br /&gt;
=====$Ship class:=====&lt;br /&gt;
Defines a specific ship class (name) that the action will apply for.&lt;br /&gt;
&lt;br /&gt;
=====$Ship type:=====&lt;br /&gt;
Defines a specific ship type (name) that the action will apply for.&lt;br /&gt;
&lt;br /&gt;
=====$Weapon class:=====&lt;br /&gt;
Defines a specific weapon class (name) that the action will apply for.&lt;br /&gt;
&lt;br /&gt;
=====$KeyPress:=====&lt;br /&gt;
Defines a specific key that the action will apply for.&lt;br /&gt;
*Experimental.&lt;br /&gt;
&lt;br /&gt;
=====$Action:=====&lt;br /&gt;
{{Table371|&lt;br /&gt;
Defines a specific control that the action will apply for. For example &amp;quot;Fire Primary Weapon&amp;quot; or &amp;quot;Match Target Speed&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Actions====&lt;br /&gt;
&lt;br /&gt;
=====$On Game Init:=====&lt;br /&gt;
Executes immediately after game has been started.&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
&lt;br /&gt;
=====$On Splash Screen:=====&lt;br /&gt;
Executes when initial game splash screen is shown&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
&lt;br /&gt;
=====$On State Start:=====&lt;br /&gt;
Executed when specified game state starts&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
&lt;br /&gt;
=====$On Frame:=====&lt;br /&gt;
Executes immediately after the global scripting hook, which is right before the frame is drawn.&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
&lt;br /&gt;
=====$On Key Pressed:=====&lt;br /&gt;
Executed when specified key is pressed&lt;br /&gt;
::* &#039;&#039;&#039;Key&#039;&#039;&#039;, The pressed key&lt;br /&gt;
&lt;br /&gt;
=====$On Key Released:=====&lt;br /&gt;
Executed when specified key is released&lt;br /&gt;
::* &#039;&#039;&#039;Key&#039;&#039;&#039;, The released key&lt;br /&gt;
&lt;br /&gt;
=====$On Mouse Moved:=====&lt;br /&gt;
Executed when mouse is moved&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
&lt;br /&gt;
=====$On Mouse Pressed:=====&lt;br /&gt;
Executed when mouse button is pressed&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
&lt;br /&gt;
=====$On Mouse Released:=====&lt;br /&gt;
Executed when mouse button is released&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
&lt;br /&gt;
=====$On State End:=====&lt;br /&gt;
Executed when specified game state ends&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
&lt;br /&gt;
=====$On Mission Start:=====&lt;br /&gt;
Executed when mission starts&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
&lt;br /&gt;
=====$On Gameplay Start:=====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Executed when the gameplay part of a mission starts&lt;br /&gt;
::* No associated hook variables.}}&lt;br /&gt;
&lt;br /&gt;
=====$On HUD Draw:=====&lt;br /&gt;
Executed after the HUD has been drawn. Note that if the HUD is turned off, this hook will be disabled as well, until the HUD is turned back on&lt;br /&gt;
::* &#039;&#039;&#039;Self&#039;&#039;&#039;, the viewer (object)&lt;br /&gt;
&lt;br /&gt;
=====$On Ship Collision:=====&lt;br /&gt;
Executes when the specified object collides with a ship. Sets a handle in the HookVariables library with the name of the object type (&amp;quot;Weapon&amp;quot;, &amp;quot;Debris&amp;quot;, and so on) with the type of the object. If both objects are ships, the other object gains the name &amp;quot;ShipB&amp;quot;. (If both ship objects define a collision hook, the variables will be swapped for the other ship, so the ship that the script is executing for will always be called &amp;quot;Script&amp;quot;.) The override will disable FS2_Open code, as well as the other object&#039;s collision code. If both objects have an override set, only one of the objects&#039; hooks will be used (Chosen arbitrarily). Note that the override receives the same variables.&lt;br /&gt;
::* When colliding something other than other ship:&lt;br /&gt;
::** &#039;&#039;&#039;Ship&#039;&#039;&#039;, the ship (object)&lt;br /&gt;
::** &#039;&#039;&#039;Debris&#039;&#039;&#039;, &#039;&#039;&#039;Asteroid&#039;&#039;&#039;, &#039;&#039;&#039;Weapon&#039;&#039;&#039;, depending what it collided with (object)&lt;br /&gt;
::** &#039;&#039;&#039;Self&#039;&#039;&#039;, the object referred by the condition (object)&lt;br /&gt;
::** &#039;&#039;&#039;Object&#039;&#039;&#039;, the ship (object)&lt;br /&gt;
::* When colliding with other ship:&lt;br /&gt;
::** &#039;&#039;&#039;Ship&#039;&#039;&#039;, the ship (object) referred by the condition (object)&lt;br /&gt;
::** &#039;&#039;&#039;ShipB&#039;&#039;&#039;, the other ship (object)&lt;br /&gt;
::** &#039;&#039;&#039;Self&#039;&#039;&#039;, the ship (object) referred by the condition (object)&lt;br /&gt;
::** &#039;&#039;&#039;Object&#039;&#039;&#039;, the other ship (object)&lt;br /&gt;
&lt;br /&gt;
=====$On Weapon Collision:=====&lt;br /&gt;
Like the ship collision hook, but for weapons.&lt;br /&gt;
::* When colliding something other than other weapon:&lt;br /&gt;
::** &#039;&#039;&#039;Weapon&#039;&#039;&#039;, the weapon (object)&lt;br /&gt;
::** &#039;&#039;&#039;Debris&#039;&#039;&#039;, &#039;&#039;&#039;Asteroid&#039;&#039;&#039;, &#039;&#039;&#039;Ship&#039;&#039;&#039;, depending what it collided with (object)&lt;br /&gt;
::** &#039;&#039;&#039;Self&#039;&#039;&#039;, the object the weapon collided with (object)&lt;br /&gt;
::** &#039;&#039;&#039;Object&#039;&#039;&#039;, the weapon (object)&lt;br /&gt;
::* When colliding with other weapon:&lt;br /&gt;
::** &#039;&#039;&#039;Weapon&#039;&#039;&#039;, the weapon (object) referred by the condition&lt;br /&gt;
::** &#039;&#039;&#039;WeaponB&#039;&#039;&#039;, the other weapon (object)&lt;br /&gt;
::** &#039;&#039;&#039;Self&#039;&#039;&#039;, the weapon (object) referred by the condition&lt;br /&gt;
::** &#039;&#039;&#039;Object&#039;&#039;&#039;, the other weapon (object)&lt;br /&gt;
&lt;br /&gt;
=====$On Debris Collision:=====&lt;br /&gt;
Like the ship collision hook, except for debris.&lt;br /&gt;
::* &#039;&#039;&#039;Debris&#039;&#039;&#039;, the debris (object)&lt;br /&gt;
::* &#039;&#039;&#039;Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Ship&#039;&#039;&#039;, depending what it collided with (object)&lt;br /&gt;
::* &#039;&#039;&#039;Self&#039;&#039;&#039;, the object the debris collided with (object)&lt;br /&gt;
::* &#039;&#039;&#039;Object&#039;&#039;&#039;, the debris (object)&lt;br /&gt;
&lt;br /&gt;
=====$On Asteroid Collision:=====&lt;br /&gt;
Like the ship collision hook, only for asteroids.&lt;br /&gt;
::* &#039;&#039;&#039;Asteroid&#039;&#039;&#039;, the asteroid (object)&lt;br /&gt;
::* &#039;&#039;&#039;Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Ship&#039;&#039;&#039;, depending what it collided with (object)&lt;br /&gt;
::* &#039;&#039;&#039;Self&#039;&#039;&#039;, the object the asteroid collided with (object)&lt;br /&gt;
::* &#039;&#039;&#039;Object&#039;&#039;&#039;, the asteroid (object)&lt;br /&gt;
&lt;br /&gt;
=====$On Object Render:=====&lt;br /&gt;
Executes when the specified object is rendered. The override is run before the object is rendered, and both the hook and its override receive an &amp;quot;Object&amp;quot; variable of the object to be rendered.&lt;br /&gt;
::* &#039;&#039;&#039;Self&#039;&#039;&#039;, the object rendered (object)&lt;br /&gt;
&lt;br /&gt;
=====$On Warp In:=====&lt;br /&gt;
Run when a ship has begun warping in, immediately after everything has been set up for per-frame processing. This hook is only executed once, when the ship begins warping in. An override will disable _all_ behavior related to warpin. Both the hook and an override receive an &amp;quot;Object&amp;quot; handle in the HookVariables library, with the type of the object that is warping in.&lt;br /&gt;
::* &#039;&#039;&#039;Self&#039;&#039;&#039;, the object warping in (object)&lt;br /&gt;
&lt;br /&gt;
=====$On Warp Out:=====&lt;br /&gt;
Same as warping in, except for warping out.&lt;br /&gt;
::* &#039;&#039;&#039;Self&#039;&#039;&#039;, the object warping out (object)&lt;br /&gt;
&lt;br /&gt;
=====$On Death:=====&lt;br /&gt;
*Currently only valid for ships.&lt;br /&gt;
Receives &amp;quot;Self&amp;quot; and &amp;quot;Killer&amp;quot; variables of the object and killer, respectively. Overriding it will override all default death behavior.&lt;br /&gt;
::* For asteroids:&lt;br /&gt;
::** &#039;&#039;&#039;Self&#039;&#039;&#039;, the asteroid (object)&lt;br /&gt;
::* For ships:&lt;br /&gt;
::** &#039;&#039;&#039;Self&#039;&#039;&#039;, the ship (object)&lt;br /&gt;
::** &#039;&#039;&#039;Killer&#039;&#039;&#039;, the other object (object) - NOTE, not guaranteed to exists&lt;br /&gt;
&lt;br /&gt;
=====$On Mission End:=====&lt;br /&gt;
Run on mission end.&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
=====$On Weapon Equipped:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Runs once each frame, for every ship that has the weapon defined in the $Weapon class condition equipped.&lt;br /&gt;
::* &#039;&#039;&#039;User&#039;&#039;&#039;, the ship carrying the weapon&lt;br /&gt;
::* &#039;&#039;&#039;Target&#039;&#039;&#039;, the ships&#039; current target&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$On Weapon Fired:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Runs once when a ship fires a weapon defined in the $Weapon class condition&lt;br /&gt;
::* &#039;&#039;&#039;User&#039;&#039;&#039;, the ship carrying the weapon&lt;br /&gt;
::* &#039;&#039;&#039;Target&#039;&#039;&#039;, the ships&#039; current target&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$On Weapon Selected:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Runs once when a bank with a weapon defined in the $Weapon class condition is selected&lt;br /&gt;
::* &#039;&#039;&#039;User&#039;&#039;&#039;, the ship carrying the weapon&lt;br /&gt;
::* &#039;&#039;&#039;Target&#039;&#039;&#039;, the ships&#039; current target&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$On Weapon Deselected:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Runs once when a bank with a weapon defined in the $Weapon class condition is deselected&lt;br /&gt;
::* &#039;&#039;&#039;User&#039;&#039;&#039;, the ship carrying the weapon&lt;br /&gt;
::* &#039;&#039;&#039;Target&#039;&#039;&#039;, the ships&#039; current target&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$On Turret Fired:=====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Executed when a turret fires.&lt;br /&gt;
::* &#039;&#039;&#039;Ship&#039;&#039;&#039;, the parent ship&lt;br /&gt;
::* &#039;&#039;&#039;Weapon&#039;&#039;&#039;, the weapon which was fired&lt;br /&gt;
::* &#039;&#039;&#039;Target&#039;&#039;&#039;, the intended target&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$On Ship Arrive:=====&lt;br /&gt;
{{Table371|&lt;br /&gt;
Executed when a ship arrives.&lt;br /&gt;
::* &#039;&#039;&#039;Ship&#039;&#039;&#039;, the arriving ship&lt;br /&gt;
::* &#039;&#039;&#039;Parent&#039;&#039;&#039;, the ship acting as the anchor when arrival location is &amp;quot;in front of ship&amp;quot;, &amp;quot;near ship&amp;quot; or &amp;quot;docking bay&amp;quot;; nil or invalid handle otherwise&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$On Action:=====&lt;br /&gt;
{{Table371|&lt;br /&gt;
Executed when an action is triggered, regardless of which key or button it is bound to. Does currently not trigger on mouse or joystick movements.&lt;br /&gt;
::* &#039;&#039;&#039;Action&#039;&#039;&#039;, the textual description of the action (for example &amp;quot;Fire Primary Weapon&amp;quot; or &amp;quot;Match Target Speed&amp;quot;)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$On Action Stopped:=====&lt;br /&gt;
{{Table371|&lt;br /&gt;
Executed when a continuous action is released (for example &amp;quot;Fire Primary Weapon&amp;quot;, &amp;quot;Turn Left&amp;quot; or &amp;quot;Afterburner&amp;quot;).&lt;br /&gt;
::* &#039;&#039;&#039;Action&#039;&#039;&#039;, the textual description of the action&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Misc. Hook Variables:==&lt;br /&gt;
&lt;br /&gt;
===Viewer===&lt;br /&gt;
*Active if (non-player) viewing object is valid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player===&lt;br /&gt;
*Active if player obj is valid &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Scripting Examples|Scripting Examples category]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43079</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=43079"/>
		<updated>2013-12-18T23:11:31Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Added a note of the FoV magic number multiplier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Command-Line Flags (also called Command-Line Parameters) are optional flags passed to the FSO executable, and generally enables one or more features added to the FS2 Open engine. These flags are accessed conveniently through an [[FSO Launcher]]. To have FSO list all available flags, use any one of the following: [[Command-Line_Reference#-help|-help]], [[Command-Line_Reference#-help|--help]], [[Command-Line_Reference#-help|-h]], or [[Command-Line_Reference#-help|-?]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--May need version info for the various flags, such as 3.6.13, etc. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Specular&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only polygons mapped with textures for which a shinemap exists will receive specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Specular or if necessary to manually disable enter the flag -nospec}}&lt;br /&gt;
&lt;br /&gt;
====-env====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Environment maps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It only works if [[Command-Line_Reference#-spec|-spec]] is also set. Environment mapping intensity will be determined from the shine map too (see [[Texturing]] for more info). [[Installing FreeSpace 2 Open#Video setup|See Video setup.]]&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Environment Maps or if necessary to manually disable enter the flag -noenv }}&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Glowmaps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Glow Maps or if necessary to manually disable enter the flag -noglow }}&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable motion debris&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
&amp;quot;Disable scale-to-window for Movies&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Apply Lighting to Missiles&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Normal Maps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Normal maps require GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary normal maps (the same name of the base map plus &amp;quot;-normal&amp;quot;). DXT5_NM DDS format is needed. (Technical note: DXT5 will work, since only the GREEN and ALPHA channels are read by the current shader system. One direction of lines goes into the GREEN channel, the other direction goes into the ALPHA channel. RED and BLUE can be either base gray (#808080) or black. Usual practice is after creating the DXT5_NM, copy the RED channel to the ALPHA channel, black out the RED and BLUE an then save as either a DXT5 or u8888 (uncompressed) DDS file.)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Normal Maps or if necessary to manually disable enter the flag -nonormal }}&lt;br /&gt;
&lt;br /&gt;
====-post_process====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Post Processing&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
enables the use (if present) of post-processing effects as defined by the post_process.tbl. Bloom usage has an additional cmdline option for setting it&#039;s value, most post processing effects are achieved in mission per the mission designer or can be enabled globally in the table.&lt;br /&gt;
&lt;br /&gt;
====-soft_particles====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable soft particles&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-3dshockwave====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable 3D Shockwaves&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This only has any effect when both a 2d and 3d shockwave effect are present, otherwise the only available effect is used.&lt;br /&gt;
&lt;br /&gt;
====-fxaa====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable FXAA antialiasing&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables the FXAA postprocessing stage. Further information can be found here: http://www.hard-light.net/forums/index.php?topic=76145.0&lt;br /&gt;
&lt;br /&gt;
====-flightshaftsoff====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Force Lightshafts off&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables Lightshafts even if a mission designer enables them via SEXP in a mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Compress non-compressed images&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable vertical sync&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Cache bitmaps between missions&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Another Pair of Scanning Lines&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Info next to Target&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
&lt;br /&gt;
====-orbradar====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enables 3D radar&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Orb style 3D radar will replace the standard 2D version.&lt;br /&gt;
&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Rearm/Repair Completion Timer&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable the analog Ballistic Ammo gauge&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use Models for Ship Selection&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.&lt;br /&gt;
&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use Models for Weapon Selection&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen.  &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.&lt;br /&gt;
&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable 3D Warp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Flash upon Warp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
&lt;br /&gt;
====-no_ap_interrupt====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Interrupting of AutoPilot&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Preload mission game sounds&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
&lt;br /&gt;
====-nosound====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Sound and Music&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-nomusic====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables Music&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Run as Stand Alone Server&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Creates a standalone multi-player server.&lt;br /&gt;
&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip Mainhall and Start Hosting&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you launch and choose a pilot within the game, you will immediately have begun to host a game.  This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow.  -startgame has no effect when -standalone is used.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]  [[Command-Line_Reference#-gamename|-gamename]]  [[Command-Line_Reference#-allowabove|-allowabove]]  [[Command-Line_Reference#-allowbelow|-allowbelow]]&lt;br /&gt;
&lt;br /&gt;
====-closed====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Start Hosted Server as Closed&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hosts a new game in a closed state, where no one can join until the in-game &amp;quot;Close&amp;quot; button is cleared.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -restricted or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Host Confirms Join requests&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hosts a new game in a restricted state.  The host is presented with option to accept or deny each client&#039;s request to join the game.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-multilog====&lt;br /&gt;
Creates a log file with a summary of packets sent and received in multiplayer games.  The file is saved as \data\multi.log within the active mod folder&amp;amp;mdash;or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables Flight Deck option&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Software Mode (very slow)&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
{{Warning| Enabling this will significantly reduce performance.}}&lt;br /&gt;
Reverts to software rendering mode.&lt;br /&gt;
&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Setting of Gamma&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
&lt;br /&gt;
====-nomovies====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Video Playback&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Parsing Errors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables. The errors are there for a reason.&lt;br /&gt;
&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; the parameter was removed as of the July 5, 2011 nightly build.&lt;br /&gt;
&lt;br /&gt;
====-query_speech====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Does this build have Speech?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
&lt;br /&gt;
====-novbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL VBO&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-noibx====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t use cached index buffers (IBX)&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Load all weapons, even those not used&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-disable_fbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL RenderTargets&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-no_glsl====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable GLSL (shader) Support&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
====-disable_glsl_model====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t use shaders for model rendering&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-ati_swap====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Fix Color issues on some ATI cards&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-no_3d_sound====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use only 2D/stereo for sound effects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-disable_di_mouse====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables the DirectInput mouse code for FSO on windows.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windows Only&#039;&#039;&#039; Can make mouse movement smoother on certain machines.&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable mipmapping&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Causes for non-mipmapped textures to have mipmaps generated within the GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height). &amp;lt;br&amp;gt;&lt;br /&gt;
Since the use of already mipmapped DDS textures has become common, it has become deprecated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Allows Ingame Joining&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
&lt;br /&gt;
====-voicer====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Voice Recognition&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Windows-only.  Enables voice-recognition for wingmen commands.  Must be specifically compiled into a build in order for it to be available; 3.6.10 final includes the feature.  See [[Voice Recognition]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show frames per second on HUD&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
&lt;br /&gt;
====-pos====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Position of Camera&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
&lt;br /&gt;
====-window====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Run in Window&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
&lt;br /&gt;
====-fullscreen_window====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Run in Fullscreen Window&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timerbar format varies by build. This is a relic from the Volition development days, and is unmaintained.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; the parameter was removed as of the July 5, 2011 nightly build.&lt;br /&gt;
&lt;br /&gt;
====-stats====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Statistics&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Coordinates&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Memory Usage&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shows detailed RAM usage based on file, handler and process usage and display on the left-center side of the screen during mission load and while in mission.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner of the HUD is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DYN&#039;&#039;&#039; = dynamic memory, basically anything that&#039;s been allocated by the vm_* memory functions.  This does NOT indicate total memory usage but does account for most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POF&#039;&#039;&#039; = model memory, how much memory is being used by models (does not include textures)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C-BMP, BMP&#039;&#039;&#039; = bmpman memory, how much is used by the textures/images that are loaded.  C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn&#039;t.  Can greatly increase level loading speed, but does so at the cost of memory between level loads.  This does not increase overall memory usage though, only during the loading screen.  BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S-RAM&#039;&#039;&#039; = sound memory, how much is used by the sounds loaded in memory at the time.  This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V-RAM&#039;&#039;&#039; = approximate memory usage of video textures.  This does not mean that your card has this much memory, and can report higher numbers that your card actually has memory.  For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using.  It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(It only works with debug builds, not with release builds).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-pofspew====&lt;br /&gt;
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod. &amp;lt;br&amp;gt;&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder. &amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, ibx files are created in game before each mission.&lt;br /&gt;
&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.&lt;br /&gt;
Example usage: &amp;quot;-table_crcs MediaVPs&amp;quot; will create a table_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the tables used by that mod while on-line. The descriptive parameter given helps &amp;quot;allocate&amp;quot; that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.&lt;br /&gt;
&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.&lt;br /&gt;
Example usage: &amp;quot;-mission_crcs MediaVPs&amp;quot; will create a mission_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the missions used by that mod while on-line. The descriptive parameter given helps &amp;quot;allocate&amp;quot; that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.&lt;br /&gt;
&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Collisions&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Weapon Rendering&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported SEXP&#039;s.&lt;br /&gt;
&lt;br /&gt;
Just double click on sexps.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.&lt;br /&gt;
&lt;br /&gt;
Just double click on scripting.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
&lt;br /&gt;
====-save_render_target====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Save Render Targets to file&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-debug_window====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Display Debug Window&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lists the fs2_open.log in (nearly)real-time generation.&lt;br /&gt;
&lt;br /&gt;
====-verify_vps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Spew VP crcs to vp_crcs.txt&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exports the CRC values of the VP files being loaded into a vp_crcs.txt file.&lt;br /&gt;
&lt;br /&gt;
====-reparse_mainhall====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Reparse mainhall.tbl when loading halls&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mainhall.tbl will be reparsed every time a mainhall is loaded, as opposed to just once at game startup.&lt;br /&gt;
&lt;br /&gt;
====-start_mission====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip the mainhall in jump right into the specified mission&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jump into the mission specified by the filename.  Only in effect on the first run. This will skip load of the mainhall and its other related things altogether.&lt;br /&gt;
&lt;br /&gt;
====-profile_frame_time====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Profile engine subsystems&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Activates the frame profiling code. This presents a readout showing the current, minimum, maximum and average percentages of frametime a given section of code has taken up; this can be used to identify particular bottlenecks or measure the effectiveness of certain optimizations.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag separated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Lighting===&lt;br /&gt;
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This page]] has some sample lighting settings with screenshots.&lt;br /&gt;
&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-no_emissive_light====&lt;br /&gt;
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra-realistic dark looking.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16. However, 11 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0. However, 0.6 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, is 0.8 recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, 0.4 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-ogl_spec====&lt;br /&gt;
Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL.  A lower value reduces the overall intensity of the light making it broader and less powerful.  A higher value makes it more focused and brighter.  The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-bloom_intensity====&lt;br /&gt;
Requires -post_processing (&amp;quot;Enable Post Processing&amp;quot;) command.&lt;br /&gt;
Default value is 75. Range is 0-200.&lt;br /&gt;
&lt;br /&gt;
====-height====&lt;br /&gt;
Enables height maps (parallax mapping). It only works if [[Command-Line_Reference#-normal|-normal]] is also set. It also needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary height maps (with the same name than base map plus &amp;quot;-height&amp;quot;).&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This feature is on by default. To manually disable, enter the flag -noheight}}&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
====-res====&lt;br /&gt;
Allows you to specify a resolution if the desired one cannot be set in the Launcher. &lt;br /&gt;
For example, -res 1920x1080 would run the game in 1920 x 1080 resolution. Since it requires an argument, it needs to be entered as a custom flag when using the Launcher. The &amp;quot;Run at specified resolution&amp;quot; option the Launcher gives is essentially this, but without being able to actually specify a resolution, it doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
====-fxaa_preset====&lt;br /&gt;
Requires both -post_processing and -fxaa. Can be used to adjust the FXAA quality and speed, 0 is fastest, 9 is highest quality. Default setting is 6.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
Specifies in which folders inside FreeSpace 2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside &#039;&#039;Freespace2/data/&#039;&#039; structure and &#039;&#039;Freespace2/vp archives&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This flag allows installing several different mods that modify retail behavior, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.&lt;br /&gt;
&lt;br /&gt;
It takes one argument string: the chain of names of the used directories. Comma (&#039;&#039;&#039;,&#039;&#039;&#039;) must be used as separator. In this way, &#039;&#039;&#039;-mod dir1,dir2,dir3,...,dirx&#039;&#039;&#039; causes the game to use the following directory precedence:&lt;br /&gt;
&lt;br /&gt;
#Freespace2/dir1/&lt;br /&gt;
#Freespace2/dir2/&lt;br /&gt;
#Freespace2/dir3/&lt;br /&gt;
# ... (the rest of the typed directories) ...&lt;br /&gt;
#Freespace2/dirx/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and [[mod.ini]] file.&lt;br /&gt;
&lt;br /&gt;
Within the Launcher&#039;s MOD tab you can select one directory, (let&#039;s call it &#039;&#039;moddir&#039;&#039;), so the flag is at least set to &#039;&#039;&#039;-mod moddir&#039;&#039;&#039;.&lt;br /&gt;
If &#039;&#039;Freespace2/moddir/[[mod.ini]]&#039;&#039; exists it will be used to modify the -mod flag, too.&lt;br /&gt;
&lt;br /&gt;
For further details, see &#039;&#039;&#039;[[mod.ini]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data precedence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to the Freespace2 installation directory.&lt;br /&gt;
&lt;br /&gt;
Inside each directory, data precedence is the following:&lt;br /&gt;
&lt;br /&gt;
#Individual files located in &#039;&#039;Current_dir/data/&#039;&#039; subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &amp;quot;similar&amp;quot; to zip archives. They just contain other files and folders. Moreover, files have to be stored using the same &#039;&#039;data/&#039;&#039; structure used outside it). &amp;lt;br&amp;gt;Vp archives are read in alphabetical order, so aaa.vp files have higher priority than aab.vp files and so on.&lt;br /&gt;
&lt;br /&gt;
The highest priority file overrides the rest of them. In this way, if you have a &#039;&#039;Mission.fs2&#039;&#039; inside &#039;&#039;Freespace2/Pri1/data/missions/&#039;&#039; it doesn&#039;t matter that this &#039;&#039;Mission.fs2&#039;&#039; is also inside &#039;&#039;Freespace2/Pri1/aaa.vp&#039;&#039;, &#039;&#039;Freespace2/Pri1/aab.vp&#039;&#039;, ... or &#039;&#039;Freespace2/data/missions/&#039;&#039;. This data precedence allows the user to quickly replace old files by corrected or enhanced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.&lt;br /&gt;
# This flag is also used by [[Portal:FRED|FRED]]. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (&#039;&#039;Fred2_Open_r.exe -MOD whatever&#039;&#039;), or FRED won&#039;t be able to use it. A special build of wxLauncher is able to configure FRED so that the -mod doesn&#039;t have to be done manually see [http://www.hard-light.net/forums/index.php?topic=67950.msg1387911#msg1387911 the forum post] for more details.&lt;br /&gt;
{{Table3612|As of 3.6.12 FRED now loads cmdline_fso.cfg just like FS does so FRED will use the same settings as FS including the -mod settings}}&lt;br /&gt;
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn&#039;t check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.&lt;br /&gt;
&lt;br /&gt;
{{Warning| &#039;&#039;&#039;Priority and Texture Formats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obsolete behavior - Until FS2_open v3.6.9.:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old &#039;&#039;TextureOfMyFighter.tga&#039;&#039;, do not save it as &#039;&#039;TextureOfMyFighter.dds&#039;&#039; in a higher priority place, because there is a chance of the game loading the old one despite of all.&lt;br /&gt;
&lt;br /&gt;
The reason to do this is that, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behavior can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New behavior - From FS2_open v3.6.10. (including previous beta testing releases):&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this &#039;&#039;strange&#039;&#039; situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds&#039;&#039; is loaded instead of &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga&#039;&#039;.&lt;br /&gt;
* But your improved &#039;&#039;/Freespace2/data/maps/MyTexture.xxx&#039;&#039; will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don&#039;t have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there&#039;s no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
This flag allows the player to specify the &#039;&#039;vertical&#039;&#039; Field of View (FoV) angle, in radians, for the player eyepoint. The angle is measured across the full height of the viewing cone. The FoV angle is technically known as the Angle of View (AoV)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039; Angle&lt;br /&gt;
*Valid Values: 0 to 2*Pi radians&lt;br /&gt;
*Default Value: 0.75 radians&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: for peculiar reasons, the actual FoV/AoV used by the game will be the supplied value multiplied by 1.39626348.&#039;&#039;&#039;&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) = atan( H / ( 2*D ))&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
Height of screen = H&lt;br /&gt;
&lt;br /&gt;
Distance between head/eye and the screen = D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally, gamers like to increase the AoV in order to increase their peripheral vision on the screen, so as to gain a better situational awareness around their craft. An AoV of 0.39 radians seems to be a good start, but feel free to experiment and use whatever AoV you are most comfortable with.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  &lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
&lt;br /&gt;
This argument does nothing when used with -standalone.  To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].&lt;br /&gt;
&lt;br /&gt;
See related:&amp;amp;nbsp;&amp;amp;nbsp; [[Command-Line_Reference#-startgame|-startgame]]&amp;amp;nbsp;&amp;amp;nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a standalone server.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -restricted.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]&lt;br /&gt;
&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a standalone server.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to host a game or serve a standalone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port on which the host will listen for clients.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
====-timeout====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
====-cap_object_update====&lt;br /&gt;
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low, then that&#039;s all the client will get. &lt;br /&gt;
&lt;br /&gt;
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
====-help====&lt;br /&gt;
Instructs FSO to print out all supported parameters. Some launchers can use these options to automatically populate the available command line options, even if the version of FSO is far newer than the launcher itself. NOTE: This option only works in Linux builds...&lt;br /&gt;
&lt;br /&gt;
====--help====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-h====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-?====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=43071</id>
		<title>Controlconfigdefaults.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=43071"/>
		<updated>2013-12-13T22:18:18Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented multiple control presets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|7478}}&lt;br /&gt;
&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;
&lt;br /&gt;
[[Tables|List of Tables]]&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;
==$Bind Name:==&lt;br /&gt;
*Name of the bind or action to modify the default key of.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#List of Bindings|List of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$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 [[tstrings.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;
*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;
==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;
==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>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Animation_Code&amp;diff=43040</id>
		<title>Animation Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Animation_Code&amp;diff=43040"/>
		<updated>2013-12-03T17:34:15Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented fighterbay +sub_types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5211|5332}}&lt;br /&gt;
&lt;br /&gt;
Known commonly as Bob&#039;s animation code as the code was written by Bobboau. Enables submodels defined in [[ships.tbl]] or in any related modular table to be animated in game. Animation code is included to the subsystem entry in similar manner as with [[Animation_Code#Setting_Turret_Angle|multipart turrets]]&lt;br /&gt;
&lt;br /&gt;
==Important Note: &amp;quot;$triggered:&amp;quot; Subobject Property==&lt;br /&gt;
For any animated subobject other than turrets, you must have &amp;quot;$triggered:&amp;quot; written in the subobject properties field of that subobject for the model file (POF) that you wish to animate. See [[Subsystem]] for more information on Subsystem flags and options.&lt;br /&gt;
&lt;br /&gt;
==$Animation:==&lt;br /&gt;
{{Table3610|*Animation classes are defined in submodels description&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, animation &#039;&#039;class&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Available animation types:&#039;&#039;&#039;&lt;br /&gt;
**Triggered}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Animation Type===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Animation type defines when the animation is used&lt;br /&gt;
*Currently supported animation types:&lt;br /&gt;
**&#039;&#039;&#039;initial&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when the mission begins. Unlike other animation types this requires only &#039;&#039;&#039;angle&#039;&#039;&#039; to be set&lt;br /&gt;
**&#039;&#039;&#039;docking&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when ship starts docking&lt;br /&gt;
**&#039;&#039;&#039;docked&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when ship is docked&lt;br /&gt;
**&#039;&#039;&#039;primary-bank&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when a primary bank is selected (armed)&lt;br /&gt;
**&#039;&#039;&#039;secondary-bank&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when a secondary bank is selected (armed)&lt;br /&gt;
**&#039;&#039;&#039;fighterbay&#039;&#039;&#039;&lt;br /&gt;
***Animation code starts when ship launches from or receives others through its fighterbay&lt;br /&gt;
**&#039;&#039;&#039;afterburner&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when ships afterburner is engaged&lt;br /&gt;
**&#039;&#039;&#039;turret-firing&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when selected turret is firing&lt;br /&gt;
**&#039;&#039;&#039;scripted&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when it is triggered with scripts (see [[scripting.tbl]])&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;turret-fired&#039;&#039;&#039;&lt;br /&gt;
**Animation code is started whenever a turret has fired (Useful for recoil or similar things)}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;$type:&#039;&#039;&#039; &#039;&#039;Type&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===Animation Sub-Type===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Optional more accurate descriptor for the animation type&lt;br /&gt;
*&#039;&#039;&#039;primary-bank&#039;&#039;&#039; or &#039;&#039;&#039;secondary-bank&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;+sub_type:&#039;&#039;&#039; &#039;&#039;Value&#039;&#039;, 0 is the 1st weapon bank, 1 is the 2nd weapon bank, etc.&lt;br /&gt;
*&#039;&#039;&#039;turret-firing&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;+sub_type:&#039;&#039;&#039; &#039;&#039;Value&#039;&#039;, model number of the turret that triggers the animation. NOTE: This feature currently does not work on multipart turrets.&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;fighterbay&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;+sub_type:&#039;&#039;&#039; &#039;&#039;Value&#039;&#039;, number of the bay path that must be used for this animation to trigger. A negative can be used to allow the animation to trigger only when the path is &#039;&#039;&#039;not&#039;&#039;&#039; used. The number of a bay path is the number in its name; for example, use 3 to restrict the animation to the path $bay03, or -1 to prevent it from triggering when the path $bay01 is used.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Animation Code===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Initial type====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long til the trigger starts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+reverse_delay:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+absolute_angle:&#039;&#039;&#039; OR &#039;&#039;&#039;+relative_angle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the rotation degrees with three floats that give the x, y, and z. Absolute means in world terms; relative means relative to the ship. So a 90 degree angle on the ship would always be straight up in relative degrees; it would vary depending how the ship was rotated in absolute degrees.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039; in degrees, x, y, z respectively&lt;br /&gt;
**Example: &#039;&#039;90,180,0&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines subobject rotation speed, in relative terms. Defined with x, y and z floats.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively&lt;br /&gt;
*&#039;&#039;&#039;+acceleration:&#039;&#039;&#039;&lt;br /&gt;
**Defeines acceleration speed of subobject rotation. Defined with three floats, x, y and z&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively&lt;br /&gt;
*&#039;&#039;&#039;+time:&#039;&#039;&#039;&lt;br /&gt;
**Defines time for object to rotate, move, whatever.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
&lt;br /&gt;
====Other types====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long til the trigger starts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+reverse_delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long til the trigger starts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+absolute_angle:&#039;&#039;&#039; OR &#039;&#039;&#039;+relative_angle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the rotation degrees with three floats that give the x, y, and z. Absolute means in world terms; relative means relative to the ship. So a 90 degree angle on the ship would always be straight up in relative degrees; it would vary depending how the ship was rotated in absolute degrees.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039; in degrees, x, y, z respectively&lt;br /&gt;
**Example: &#039;&#039;90,180,0&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines subobject rotation speed, in relative terms.  Units are in degrees per second.  Defined with x, y and z floats.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively&lt;br /&gt;
*&#039;&#039;&#039;+acceleration:&#039;&#039;&#039;&lt;br /&gt;
**Defines acceleration speed of subobject rotation.  Units are in degrees per second squared.  Defined with three floats, x, y and z&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively&lt;br /&gt;
*&#039;&#039;&#039;+time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the amount of time that the object will rotate, move, whatever.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;$Sound:&#039;&#039;&#039; (Does not work with &#039;initial&#039; animations)&lt;br /&gt;
**Defines sounds that are played with the animation&lt;br /&gt;
**&#039;&#039;&#039;+Start:&#039;&#039;&#039;&lt;br /&gt;
***Defines the sound that is played when animation starts&lt;br /&gt;
***Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Loop:&#039;&#039;&#039;&lt;br /&gt;
***Defines the sound that is played when animation is going on&lt;br /&gt;
***Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+End:&#039;&#039;&#039;&lt;br /&gt;
***Defines the sound that is played when animation stops&lt;br /&gt;
***Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
***Defines the distance from the submodel where the sound is audible&lt;br /&gt;
***Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
==Animation Examples==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setting Turret Angle===&lt;br /&gt;
*Animation code can be used to set multipart turrets barrel angle at the beginning of the mission&lt;br /&gt;
*&#039;&#039;&#039;Animation Class&#039;&#039;&#039; = triggered&lt;br /&gt;
**The only one available&lt;br /&gt;
*&#039;&#039;&#039;Animation Type&#039;&#039;&#039; = initial&lt;br /&gt;
**As we want the barrels to align themselves at the beginning of the mission&lt;br /&gt;
*&#039;&#039;&#039;Animation Code&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+relative_angle:&#039;&#039;&#039; is good for this purpose&lt;br /&gt;
**Notes about angles:&lt;br /&gt;
***First value is used to determine the turret&#039;s barrels deviation from the turrets normal. So barrel elevation in degrees is ( 90 - the first value ).&lt;br /&gt;
***Second value is used to determine the turret facing. With &#039;&#039;0&#039;&#039; the turret facing is in the normal setting and with &#039;&#039;180&#039;&#039; turn the turret completely around. Do note that turrets on the underside of the model normally face backwards, so to get these turrets pointing forwards the second value has to be set to 180.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Examples====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Subsystem:            turret02,0.833,1.0&lt;br /&gt;
$Default PBanks:       (  &amp;quot;Terran Turret&amp;quot; )&lt;br /&gt;
$animation: triggered&lt;br /&gt;
$type: initial&lt;br /&gt;
   +relative_angle:       90,180,0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Subsystem: DockingClaw1, 0, 1.0&lt;br /&gt;
$Flags: ( &amp;quot;untargetable&amp;quot; )&lt;br /&gt;
$animation: triggered&lt;br /&gt;
$type: docking                           ;;The claw opens on approach&lt;br /&gt;
   +sub_type:       0               ;;The number of the associated dock (works with multidocking)&lt;br /&gt;
   +delay:          0&lt;br /&gt;
   +relative_angle: 0,0,90&lt;br /&gt;
   +velocity:       0,0,10&lt;br /&gt;
   +acceleration:   0,0,5&lt;br /&gt;
   +time:           2000&lt;br /&gt;
$animation: triggered&lt;br /&gt;
$type: docked                           ;;The claw closes once docked&lt;br /&gt;
   +sub_type:       0&lt;br /&gt;
   +delay:          0&lt;br /&gt;
   +relative_angle: 0,0,-90&lt;br /&gt;
   +velocity:       0,0,10&lt;br /&gt;
   +acceleration:   0,0,5&lt;br /&gt;
   +time:           2000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Scripting.tbl&amp;diff=43039</id>
		<title>Scripting.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Scripting.tbl&amp;diff=43039"/>
		<updated>2013-12-03T16:17:18Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented $On Ship Arrive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|4500}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;scripting.tbl&#039;&#039;&#039; is used for scripting special features like alternate HUDs or ship viewer into the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-sct.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==General Info==&lt;br /&gt;
*Scripting table consist of several sections identified by a hash mark preceeding the section name (i.g. #Global Hooks)&lt;br /&gt;
*All sections &#039;&#039;must&#039;&#039; end with #&#039;&#039;&#039;End&#039;&#039;&#039;&lt;br /&gt;
*All sections are optional&lt;br /&gt;
*Most entries are optional&lt;br /&gt;
*Scripting hooks are &#039;&#039;&#039;not&#039;&#039;&#039; executed on a separate thread (at least as of this writing). They are executed at given points in the code, and all other execution will not take place until a scripting hook has finished. Therefore, large and complicated scripts will most likely cause noticeable lag or slowdown when executed.&lt;br /&gt;
{{Template:Note|1=Information on this page does not apply to pre-3.6.10 builds}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful references==&lt;br /&gt;
*&#039;&#039;&#039;[[FS2 Open Lua Scripting]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Scripting API]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;!---*&#039;&#039;&#039;[http://fs2source.warpcore.org/temp/scripting.html Scripting.html]&#039;&#039;&#039; - Link OOA ---&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Scripting functions]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Command-Line_Reference#-output_scripting|Command-Line Reference for creating scripting.html]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://lua-users.org/wiki/ Lua-Users Wiki]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://www.lua.org/manual/5.0/ Reference manual for Lua 5.0]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
&lt;br /&gt;
===Frames===&lt;br /&gt;
One of the most important things to understand when reading this guide is the concept of &amp;quot;frames&amp;quot;. (Experienced modders can probably skip this part) In gameplay, motion is achieved by making incremental changes every fraction of a second. A ship will be moved slightly, and then drawn to the screen. This happens 30-120 times a second; anything lower, and the game will become choppy and difficult to play.&lt;br /&gt;
&lt;br /&gt;
There is also a difference in the moving of objects in-game, and the moving of objects onscreen. All ships are first &amp;quot;moved&amp;quot;, in memory. This probably consists of physics calculations, that change the ship&#039;s position based on if their engines are turned on, or if they run into another object. After this, the game then renders the now-moved ships to what is referred to as a &amp;quot;backbuffer&amp;quot; - a place in memory that takes the place of the computer screen. Once rendering has finished, the backbuffer is instantly drawn to the screen. This prevents objects from flickering as they are drawn. You do not have to worry about flipping the backbuffer in scripting; FS2_Open will take care of that for you.&lt;br /&gt;
&lt;br /&gt;
For scripting, &#039;&#039;&#039;it is important to understand that each block of code will therefore be executed several times a second, but only once per frame&#039;&#039;&#039;. However, the exact number of times per second will depend on how much work the computer has to do (And therefore how much time it takes) for each frame. To determine how much time you should consider to have passed, you must use the ba.getFrametime() function; which will return the approximate time the frame will take, in seconds. In addition, if you &amp;quot;move&amp;quot; a ship after it has already been rendered, the change will not become apparent until the next frame.&lt;br /&gt;
&lt;br /&gt;
This does mean that if you want to make a block of text move across the screen, at a rate of 5 pixels per second, all you have to do is multiply the speed by the frametime:&lt;br /&gt;
&amp;lt;pre&amp;gt;#Global Hooks&lt;br /&gt;
$Global: [&lt;br /&gt;
   --If the g_WheeXPosition variable does not exist,&lt;br /&gt;
   --it means we are on the first frame.&lt;br /&gt;
   --If that is the case, set it to zero.&lt;br /&gt;
   if not g_WheeXPosition then&lt;br /&gt;
      g_WheeXPosition = 0&lt;br /&gt;
   end&lt;br /&gt;
&lt;br /&gt;
   --Move the text&lt;br /&gt;
   g_WheeXPosition = g_WheeXPosition + (5 * ba.getFrametime())&lt;br /&gt;
&lt;br /&gt;
   --Draw &amp;quot;WHEE!!!&amp;quot;&lt;br /&gt;
   gr.drawString(&amp;quot;WHEE!!!&amp;quot;, g_WheeXPosition, 10)&lt;br /&gt;
]&lt;br /&gt;
#End&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hooks===&lt;br /&gt;
Scripting &amp;quot;hooks&amp;quot; form the basis of the scripting system. A &amp;quot;hook&amp;quot; simply refers to a point in the code where code to execute scripting has been added. The hook may then be added to a table, or added to a SEXP. In general usage, &amp;quot;hook&amp;quot; refers to an entry in scripting.tbl.&lt;br /&gt;
&lt;br /&gt;
All hooks take the form of an identifer (such as $Global:), followed by brackets to determine what type of scripting is being executed. A lack of brackets also indicates a type of scripting execution. All current bracket configurations are listed below. Note that &amp;quot;$Hook:&amp;quot; is used merely as a placeholder, and should be replaced with the actual hook name ($Global:, $HUD:, $On Frame:, etc).&lt;br /&gt;
#&amp;lt;pre&amp;gt;$Hook: scripting&amp;lt;/pre&amp;gt;Specifies one line of LUA scripting. In addition, the return value of that line will be passed to the interpreter and used (if applicable). Specifying a variable or value on this line will result in it being returned, as well.&lt;br /&gt;
#&amp;lt;pre&amp;gt;$Hook: [scripting]&amp;lt;/pre&amp;gt;A single set of brackets specifies a block of LUA scripting. Does not return a value unless explicitly specified. (Explicit specification is not possible at this time; but may be implemented in the future if/when more future hooks take a return value.)&lt;br /&gt;
#&amp;lt;pre&amp;gt;$Hook: [[scriptfilename.lua]]&amp;lt;/pre&amp;gt;Double brackets specify a file. This file is read out of the data/scripts directory, and must include the file extension. You may specify a compiled lua file as a target as well; this may result in crossplatform issues for a mod, however.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====+Override====&lt;br /&gt;
Some hooks additionally take a +Override: field. This field uses the same bracket configurations as above. If a hook includes a +Override field, this hook always determines whether the default FS2_Open behavior that the hook is associated with will function, or will be disabled. This should be used in cases where scripting will replace the original FS2_Open behavior. For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;$HUD: [&lt;br /&gt;
    gr.setColor(255, 255, 255, 255)&lt;br /&gt;
    gr.drawString(&amp;quot;HUD Disabled&amp;quot;, 50, 50)&lt;br /&gt;
 ]&lt;br /&gt;
    +Override: true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, override hooks are (by convention) executed before FS2_Open behavior. The HUD hook override, for example, is executed before any part of the HUD is actually drawn.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sections==&lt;br /&gt;
&lt;br /&gt;
===#Global Hooks===&lt;br /&gt;
Global hooks are the simplest form of scripting hooks available. They are at preset locations in the code, and are generally executed every time that point is reached. Exceptions to this rule (such as the HUD hook) only depend on one or two variables to determine execution. All other scripting execution is determined by the modder.&lt;br /&gt;
Note that, as with other tables, the game expects these entries in precisely the order given here; if this is not followed, the parser will throw an error.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Global:====&lt;br /&gt;
Script in this section is executed almost immediately before each frame is drawn. This means that any scripting elements will be drawn, or take effect, after everything else, except for the &amp;quot;On Frame&amp;quot; conditional hook. It is not used with the standalone server. In addition, note that use of this hook should generally be avoided, since all scripting will have to be processed every frame.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Splash:====&lt;br /&gt;
This hook is executed once, when the splash images (PreLoad and PreLoadLogo) would be drawn. This hook should generally be used only for drawing the splash screen; any initialization could should be placed in GameInit. This hook is executed before virtually any other subsystem has been loaded, aside from the graphics and filesystem subsystems, so scripting elements such as the table and mission libraries will be nonfunctional.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====+Override:=====&lt;br /&gt;
Executed just before default splash images are loaded and displayed. Note that the frame is still drawn regardless; it is not necessary to flip the backbuffer manually.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$GameInit:====&lt;br /&gt;
This hook is executed once, after all of the Freespace2 subsystems have been initialized. It is executed before the game switches to the main hall or, in the case of standalone server mode, begins the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$Simulation:====&lt;br /&gt;
This hook is executed only during missions. It is executed after all damage, movement, physics, SEXPs, and other &amp;quot;physical&amp;quot; in-game changes have been applied. It is executed before anything has been rendered. This hook should be used only for damage, movement, and physics related scripting, as if the game needs to be rendered without any in-game time having been passed, this function will not be called.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$HUD:====&lt;br /&gt;
The HUD hook is executed after the HUD has been drawn. Note that if the HUD is turned off, this hook will be disabled as well, until the HUD is turned back on.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====+Override:=====&lt;br /&gt;
Executed immediately before anything on the HUD is drawn, and controls whether the default FS2_Open is drawn.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===#State Hooks===&lt;br /&gt;
In Freespace2, a &amp;quot;state&amp;quot; more or less refers to a room. It may also refer to a separate mode - playing a mission is the GS_STATE_GAME_PLAY state. The main menu is the GS_STATE_MAIN_MENU state. This section should only exist in 3.6.9. It is included here for the sake of documentation; it has since been removed and superseded by the conditional hook system.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====$State:=====&lt;br /&gt;
Specifies the state name. A full list of states is located here: &#039;&#039;[[List of Game States]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====$Hook:=====&lt;br /&gt;
Executed after all of the state code has been executed, but before the game frame is actually drawn.&lt;br /&gt;
&lt;br /&gt;
======+Override:======&lt;br /&gt;
Determines whether the specified state is handled at all by Freespace. If true, then none of the loading or exit code for the state will be specified as well.&lt;br /&gt;
&lt;br /&gt;
===#Conditional Hooks===&lt;br /&gt;
Scripting hooks are only available in HEAD builds. They consist of any number of conditions, followed by any number of actions. All available conditions and actions are located in the file generated by -output_scripting.&lt;br /&gt;
&lt;br /&gt;
One way to think of conditional scripting is like this: The condition specifies the object that the action will apply to, or the place that the action will occur in. All conditions must be met for their associated actions to execute. Actions are associated with a set of conditions by simply adding them after that set of conditions. (Obviously, you may want to space out each pair of action/condition sets in the TBL to make it easier to read.)&lt;br /&gt;
&lt;br /&gt;
The flexibility of conditional scripting comes in due to its inherent scalability. If you specify a mission and ship condition with a warpin action, that script will only be executed when the ship warps in on that particular mission. Removing the mission field will make that warpin scripting apply to the ship for all missions; or removing the ship field will make the warpin scripting apply to all ships in that mission.&lt;br /&gt;
&lt;br /&gt;
This prompts the question: if this is all conditional scripting does, why not just use the global hook? &lt;br /&gt;
#Organization - conditional scripting is generally easier to read and modify because it is grouped in a standardized manner.&lt;br /&gt;
#Speed - All conditions can be evaluated by FS2_Open itself, without invoking the Lua interpreter at all.&lt;br /&gt;
#Scalability - As of the time of this writing, you can only have one global hook. Modular tables will simply replace it. With conditional scripting, if you want to specify additional actions for a set of conditions in a modular table file, you may do so.&lt;br /&gt;
&lt;br /&gt;
;Format&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;$Condition:&#039;&#039;&#039;: Where &amp;quot;$Condition:&amp;quot; is one of several conditions specified in scripting.html, such as $State: or $Ship:. Takes a value representing the object the condition should be checked against (such as a state, ship, or mission name)&lt;br /&gt;
;&#039;&#039;&#039;$Condition:&#039;&#039;&#039;: ...&lt;br /&gt;
;&#039;&#039;&#039;...&#039;&#039;&#039;:&lt;br /&gt;
;&#039;&#039;&#039;$Action:&#039;&#039;&#039;: Where &amp;quot;$Action:&amp;quot; is one of several actions specified in scripting.html, such as $On Frame or $On Warp In. Takes a scripting hook, using the bracket configuration outlined at the top of this article.&lt;br /&gt;
;&#039;&#039;&#039;$Condition:&#039;&#039;&#039;: ...&lt;br /&gt;
;&#039;&#039;&#039;...&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A brief description of all Conditions and Actions at the time of this writing:&lt;br /&gt;
&lt;br /&gt;
====Conditions====&lt;br /&gt;
&lt;br /&gt;
=====$State:=====&lt;br /&gt;
Controls execution based on what state FS2_Open is in, such as the main hall, options screen, or in a mission.&lt;br /&gt;
*The full list of states can be found here: &#039;&#039;[[List of Game States]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====$Campaign:=====&lt;br /&gt;
Controls execution based on the current campaign&#039;s filename. (It is under consideration to change this to the campaign&#039;s name, instead).&lt;br /&gt;
&lt;br /&gt;
=====$Mission:=====&lt;br /&gt;
Controls execution based on the filename of the last mission to have started. This condition will remain true even after the mission has been exited until another mission is started.&lt;br /&gt;
&lt;br /&gt;
=====$Object Type:=====&lt;br /&gt;
Defines a specific object type that the action will apply for, such as a &amp;quot;Ship&amp;quot;, &amp;quot;Asteroid&amp;quot;, or &amp;quot;Jump Node&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====$Ship:=====&lt;br /&gt;
Defines a specific ship (name) that the action will apply for.&lt;br /&gt;
&lt;br /&gt;
=====$Ship class:=====&lt;br /&gt;
Defines a specific ship class (name) that the action will apply for.&lt;br /&gt;
&lt;br /&gt;
=====$Ship type:=====&lt;br /&gt;
Defines a specific ship type (name) that the action will apply for.&lt;br /&gt;
&lt;br /&gt;
=====$Weapon class:=====&lt;br /&gt;
Defines a specific weapon class (name) that the action will apply for.&lt;br /&gt;
&lt;br /&gt;
=====$KeyPress:=====&lt;br /&gt;
Defines a specific key that the action will apply for.&lt;br /&gt;
*Experimental.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Actions====&lt;br /&gt;
&lt;br /&gt;
=====$On Game Init:=====&lt;br /&gt;
Executes immediately after game has been started.&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
&lt;br /&gt;
=====$On Splash Screen:=====&lt;br /&gt;
Executes when initial game splash screen is shown&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
&lt;br /&gt;
=====$On State Start:=====&lt;br /&gt;
Executed when specified game state starts&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
&lt;br /&gt;
=====$On Frame:=====&lt;br /&gt;
Executes immediately after the global scripting hook, which is right before the frame is drawn.&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
&lt;br /&gt;
=====$On Key Pressed:=====&lt;br /&gt;
Executed when specified key is pressed&lt;br /&gt;
::* &#039;&#039;&#039;Key&#039;&#039;&#039;, The pressed key&lt;br /&gt;
&lt;br /&gt;
=====$On Key Released:=====&lt;br /&gt;
Executed when specified key is released&lt;br /&gt;
::* &#039;&#039;&#039;Key&#039;&#039;&#039;, The released key&lt;br /&gt;
&lt;br /&gt;
=====$On Mouse Moved:=====&lt;br /&gt;
Executed when mouse is moved&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
&lt;br /&gt;
=====$On Mouse Pressed:=====&lt;br /&gt;
Executed when mouse button is pressed&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
&lt;br /&gt;
=====$On Mouse Released:=====&lt;br /&gt;
Executed when mouse button is released&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
&lt;br /&gt;
=====$On State End:=====&lt;br /&gt;
Executed when specified game state ends&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
&lt;br /&gt;
=====$On Mission Start:=====&lt;br /&gt;
Executed when mission starts&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
&lt;br /&gt;
=====$On Gameplay Start:=====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Executed when the gameplay part of a mission starts&lt;br /&gt;
::* No associated hook variables.}}&lt;br /&gt;
&lt;br /&gt;
=====$On HUD Draw:=====&lt;br /&gt;
Executed after the HUD has been drawn. Note that if the HUD is turned off, this hook will be disabled as well, until the HUD is turned back on&lt;br /&gt;
::* &#039;&#039;&#039;Self&#039;&#039;&#039;, the viewer (object)&lt;br /&gt;
&lt;br /&gt;
=====$On Ship Collision:=====&lt;br /&gt;
Executes when the specified object collides with a ship. Sets a handle in the HookVariables library with the name of the object type (&amp;quot;Weapon&amp;quot;, &amp;quot;Debris&amp;quot;, and so on) with the type of the object. If both objects are ships, the other object gains the name &amp;quot;ShipB&amp;quot;. (If both ship objects define a collision hook, the variables will be swapped for the other ship, so the ship that the script is executing for will always be called &amp;quot;Script&amp;quot;.) The override will disable FS2_Open code, as well as the other object&#039;s collision code. If both objects have an override set, only one of the objects&#039; hooks will be used (Chosen arbitrarily). Note that the override receives the same variables.&lt;br /&gt;
::* When colliding something other than other ship:&lt;br /&gt;
::** &#039;&#039;&#039;Ship&#039;&#039;&#039;, the ship (object)&lt;br /&gt;
::** &#039;&#039;&#039;Debris&#039;&#039;&#039;, &#039;&#039;&#039;Asteroid&#039;&#039;&#039;, &#039;&#039;&#039;Weapon&#039;&#039;&#039;, depending what it collided with (object)&lt;br /&gt;
::** &#039;&#039;&#039;Self&#039;&#039;&#039;, the object referred by the condition (object)&lt;br /&gt;
::** &#039;&#039;&#039;Object&#039;&#039;&#039;, the ship (object)&lt;br /&gt;
::* When colliding with other ship:&lt;br /&gt;
::** &#039;&#039;&#039;Ship&#039;&#039;&#039;, the ship (object) referred by the condition (object)&lt;br /&gt;
::** &#039;&#039;&#039;ShipB&#039;&#039;&#039;, the other ship (object)&lt;br /&gt;
::** &#039;&#039;&#039;Self&#039;&#039;&#039;, the ship (object) referred by the condition (object)&lt;br /&gt;
::** &#039;&#039;&#039;Object&#039;&#039;&#039;, the other ship (object)&lt;br /&gt;
&lt;br /&gt;
=====$On Weapon Collision:=====&lt;br /&gt;
Like the ship collision hook, but for weapons.&lt;br /&gt;
::* When colliding something other than other weapon:&lt;br /&gt;
::** &#039;&#039;&#039;Weapon&#039;&#039;&#039;, the weapon (object)&lt;br /&gt;
::** &#039;&#039;&#039;Debris&#039;&#039;&#039;, &#039;&#039;&#039;Asteroid&#039;&#039;&#039;, &#039;&#039;&#039;Ship&#039;&#039;&#039;, depending what it collided with (object)&lt;br /&gt;
::** &#039;&#039;&#039;Self&#039;&#039;&#039;, the object the weapon collided with (object)&lt;br /&gt;
::** &#039;&#039;&#039;Object&#039;&#039;&#039;, the weapon (object)&lt;br /&gt;
::* When colliding with other weapon:&lt;br /&gt;
::** &#039;&#039;&#039;Weapon&#039;&#039;&#039;, the weapon (object) referred by the condition&lt;br /&gt;
::** &#039;&#039;&#039;WeaponB&#039;&#039;&#039;, the other weapon (object)&lt;br /&gt;
::** &#039;&#039;&#039;Self&#039;&#039;&#039;, the weapon (object) referred by the condition&lt;br /&gt;
::** &#039;&#039;&#039;Object&#039;&#039;&#039;, the other weapon (object)&lt;br /&gt;
&lt;br /&gt;
=====$On Debris Collision:=====&lt;br /&gt;
Like the ship collision hook, except for debris.&lt;br /&gt;
::* &#039;&#039;&#039;Debris&#039;&#039;&#039;, the debris (object)&lt;br /&gt;
::* &#039;&#039;&#039;Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Ship&#039;&#039;&#039;, depending what it collided with (object)&lt;br /&gt;
::* &#039;&#039;&#039;Self&#039;&#039;&#039;, the object the debris collided with (object)&lt;br /&gt;
::* &#039;&#039;&#039;Object&#039;&#039;&#039;, the debris (object)&lt;br /&gt;
&lt;br /&gt;
=====$On Asteroid Collision:=====&lt;br /&gt;
Like the ship collision hook, only for asteroids.&lt;br /&gt;
::* &#039;&#039;&#039;Asteroid&#039;&#039;&#039;, the asteroid (object)&lt;br /&gt;
::* &#039;&#039;&#039;Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Ship&#039;&#039;&#039;, depending what it collided with (object)&lt;br /&gt;
::* &#039;&#039;&#039;Self&#039;&#039;&#039;, the object the asteroid collided with (object)&lt;br /&gt;
::* &#039;&#039;&#039;Object&#039;&#039;&#039;, the asteroid (object)&lt;br /&gt;
&lt;br /&gt;
=====$On Object Render:=====&lt;br /&gt;
Executes when the specified object is rendered. The override is run before the object is rendered, and both the hook and its override receive an &amp;quot;Object&amp;quot; variable of the object to be rendered.&lt;br /&gt;
::* &#039;&#039;&#039;Self&#039;&#039;&#039;, the object rendered (object)&lt;br /&gt;
&lt;br /&gt;
=====$On Warp In:=====&lt;br /&gt;
Run when a ship has begun warping in, immediately after everything has been set up for per-frame processing. This hook is only executed once, when the ship begins warping in. An override will disable _all_ behavior related to warpin. Both the hook and an override receive an &amp;quot;Object&amp;quot; handle in the HookVariables library, with the type of the object that is warping in.&lt;br /&gt;
::* &#039;&#039;&#039;Self&#039;&#039;&#039;, the object warping in (object)&lt;br /&gt;
&lt;br /&gt;
=====$On Warp Out:=====&lt;br /&gt;
Same as warping in, except for warping out.&lt;br /&gt;
::* &#039;&#039;&#039;Self&#039;&#039;&#039;, the object warping out (object)&lt;br /&gt;
&lt;br /&gt;
=====$On Death:=====&lt;br /&gt;
*Currently only valid for ships.&lt;br /&gt;
Receives &amp;quot;Self&amp;quot; and &amp;quot;Killer&amp;quot; variables of the object and killer, respectively. Overriding it will override all default death behavior.&lt;br /&gt;
::* For asteroids:&lt;br /&gt;
::** &#039;&#039;&#039;Self&#039;&#039;&#039;, the asteroid (object)&lt;br /&gt;
::* For ships:&lt;br /&gt;
::** &#039;&#039;&#039;Self&#039;&#039;&#039;, the ship (object)&lt;br /&gt;
::** &#039;&#039;&#039;Killer&#039;&#039;&#039;, the other object (object) - NOTE, not guaranteed to exists&lt;br /&gt;
&lt;br /&gt;
=====$On Mission End:=====&lt;br /&gt;
Run on mission end.&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
=====$On Weapon Equipped:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Runs once each frame, for every ship that has the weapon defined in the $Weapon class condition equipped.&lt;br /&gt;
::* &#039;&#039;&#039;User&#039;&#039;&#039;, the ship carrying the weapon&lt;br /&gt;
::* &#039;&#039;&#039;Target&#039;&#039;&#039;, the ships&#039; current target&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$On Weapon Fired:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Runs once when a ship fires a weapon defined in the $Weapon class condition&lt;br /&gt;
::* &#039;&#039;&#039;User&#039;&#039;&#039;, the ship carrying the weapon&lt;br /&gt;
::* &#039;&#039;&#039;Target&#039;&#039;&#039;, the ships&#039; current target&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$On Weapon Selected:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Runs once when a bank with a weapon defined in the $Weapon class condition is selected&lt;br /&gt;
::* &#039;&#039;&#039;User&#039;&#039;&#039;, the ship carrying the weapon&lt;br /&gt;
::* &#039;&#039;&#039;Target&#039;&#039;&#039;, the ships&#039; current target&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$On Weapon Deselected:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Runs once when a bank with a weapon defined in the $Weapon class condition is deselected&lt;br /&gt;
::* &#039;&#039;&#039;User&#039;&#039;&#039;, the ship carrying the weapon&lt;br /&gt;
::* &#039;&#039;&#039;Target&#039;&#039;&#039;, the ships&#039; current target&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$On Turret Fired:=====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Executed when a turret fires&lt;br /&gt;
::* &#039;&#039;&#039;Ship&#039;&#039;&#039;, the parent ship&lt;br /&gt;
::* &#039;&#039;&#039;Weapon&#039;&#039;&#039;, the weapon which was fired&lt;br /&gt;
::* &#039;&#039;&#039;Target&#039;&#039;&#039;, the intended target&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=====$On Ship Arrive:=====&lt;br /&gt;
{{Table371|&lt;br /&gt;
Executed when a a ship arrives&lt;br /&gt;
::* &#039;&#039;&#039;Ship&#039;&#039;&#039;, the arriving ship&lt;br /&gt;
::* &#039;&#039;&#039;Parent&#039;&#039;&#039;, the ship acting as the anchor when arrival location is &amp;quot;in front of ship&amp;quot;, &amp;quot;near ship&amp;quot; or &amp;quot;docking bay&amp;quot;; nil or invalid handle otherwise&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Misc. Hook Variables:==&lt;br /&gt;
&lt;br /&gt;
===Viewer===&lt;br /&gt;
*Active if (non-player) viewing object is valid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player===&lt;br /&gt;
*Active if player obj is valid &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Scripting Examples|Scripting Examples category]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Model_Point_Shields&amp;diff=43002</id>
		<title>Model Point Shields</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Model_Point_Shields&amp;diff=43002"/>
		<updated>2013-11-21T09:04:10Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Gave model point shields its own page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Table371|}}&lt;br /&gt;
&lt;br /&gt;
==Model Point Shields==&lt;br /&gt;
Model point shields are an FSO feature intended to enable ships to have an arbitrary number of shield segments instead of being limited to the standard 4 quadrants. You can have 1, 2, 3, 4, 5 or however many segments your ship needs.&lt;br /&gt;
&lt;br /&gt;
The basic idea is simple: each shield segment is defined by a single point. When something hits the ship, the segment which&#039;s point is closest to the point of impact is considered to have gotten hit. By carefully positioning the points in relation to each other and the ship&#039;s hull, one can make each segment cover specific parts of the ship.&lt;br /&gt;
&lt;br /&gt;
To use them on a given ship, several things are required:&lt;br /&gt;
&lt;br /&gt;
===Shield points placed in the model file===&lt;br /&gt;
Firstly, the number and placement of the shield segments is defined in the model file. In PCS2, you must add each segment as a special point and give it the [[Subobject_and_subsystem_properties#.22shieldpoint.22|$special=shieldpoint]] property. The name and radius of the special point are not used, but a name such as $ShieldsLeft is obviously good to supply for clarity, and the radius can be used as a means to visualize the reach of segments in relation to each other. However, the ordering of the points is meaningful, as it is the only information used by the engine to identify segments, and thus the following steps will need to define things in the exact same order.&lt;br /&gt;
&lt;br /&gt;
===Shield points enabled in ships.tbl===&lt;br /&gt;
To enable the ship to use the aforementioned model-defined segments, it needs the [[Ships.tbl#.22model_point_shields.22|&amp;quot;model point shields&amp;quot; ship type flag]].&lt;br /&gt;
&lt;br /&gt;
===Re-mapping of augmentation controls for player ships===&lt;br /&gt;
If the player can get to fly the ship, it needs to define which of the standard top/right/rear/left shield augmentation keys applies to which segment, see [[Ships.tbl#.24Model_Point_Shield_Controls:|$Model_Point_Shield_Controls:]]; otherwise, shield augmentation controls will not work at all. Note how the same ordering as in the first step needs to be used here.&lt;br /&gt;
&lt;br /&gt;
===Shield icon===&lt;br /&gt;
Shield icons used with standard 4-quadrant shields have their frames ordered as top,right,rear,left. However, here you need to naturally supply the same number of frames as the ship has shield segments, and again, the order of the frames needs to be the same as the order of the segments in the model file.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Subobject_and_subsystem_properties&amp;diff=43001</id>
		<title>Subobject and subsystem properties</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Subobject_and_subsystem_properties&amp;diff=43001"/>
		<updated>2013-11-21T08:56:11Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented $special=shieldpoint&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page documents the properties that can be applied to subobjects and to subsystems in their respective properties data in the [[Model files|model file]].&lt;br /&gt;
&lt;br /&gt;
==Important notes==&lt;br /&gt;
* Subobject/subsystem properties data is not parsed in order.&lt;br /&gt;
* Occasionally an option may lack a trailing &#039;terminating character&#039; like &#039;:&#039; or &#039;=&#039; from its description. In these cases any character can be used as the trailing &#039;terminating character&#039;.&lt;br /&gt;
* Buffer size of 256 is reserved for the characters in properties data.&lt;br /&gt;
&lt;br /&gt;
==Subsystem Properties==&lt;br /&gt;
* These can be applied to subsystems both with and without separate subobject.&lt;br /&gt;
{| border=0 align=right cellpadding=2 cellspacing=1 style=&amp;quot;margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;&#039;&#039;&#039;Key strings and their order for setting subsystems&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;engine&#039;&#039;&lt;br /&gt;
| Engine subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;radar&#039;&#039;&lt;br /&gt;
| Radar dish subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;turret&#039;&#039;&lt;br /&gt;
| Turret subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;navigation&#039;&#039;&lt;br /&gt;
| Navigation subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;communication&#039;&#039;&lt;br /&gt;
| Communication subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;weapon&#039;&#039;&lt;br /&gt;
| Weapon control subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;sensor&#039;&#039;&lt;br /&gt;
| Sensor subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;solar&#039;&#039;&lt;br /&gt;
| Solar panel subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;gas&#039;&#039;&lt;br /&gt;
| Gas collector subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;activator&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;&#039;&#039;unused&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===$name===&lt;br /&gt;
*Defines the alternate name for the subsystem (&#039;&#039;string&#039;&#039;)&lt;br /&gt;
*Alternate subsystem names offer an alternative option for setting this via [[ships.tbl]] file or via mission data.&lt;br /&gt;
&lt;br /&gt;
===$fov===&lt;br /&gt;
*Valid only if the true subobject name (not the alternate defined above) contains string &amp;quot;turret&amp;quot; but not strings &amp;quot;radar&amp;quot; or &amp;quot;engine&amp;quot;&lt;br /&gt;
*Defines the firing arc of the turret in degrees (&#039;&#039;integer&#039;&#039;)&lt;br /&gt;
*Defaults to 180 degrees if omitted.&lt;br /&gt;
&lt;br /&gt;
===$crewspot===&lt;br /&gt;
*Valid only if the true subobject name (not the alternate defined above) contains string &amp;quot;turret&amp;quot; but not strings &amp;quot;radar&amp;quot; or &amp;quot;engine&amp;quot;&lt;br /&gt;
*Marks the turret as &#039;crewspot&#039;&lt;br /&gt;
*Defines the name of the crewspot (&#039;&#039;string&#039;&#039;)&lt;br /&gt;
*No actual function&lt;br /&gt;
&lt;br /&gt;
===$triggered:===&lt;br /&gt;
*Defines the subsystem as a rotating subsystem which can be triggered (animated) via [[Animation Code]]&lt;br /&gt;
&lt;br /&gt;
===$rotate===&lt;br /&gt;
*Marks the subsystem as a rotating subsystem&lt;br /&gt;
*Defines the rotation time for the subsystem (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
====$pbank====&lt;br /&gt;
*Marks the rotation as primary weapon rotation&lt;br /&gt;
*Defines the associated weapon bank (&#039;&#039;integer&#039;&#039;)&lt;br /&gt;
&amp;lt;!-- ANY DETAILS ?? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$stepped====&lt;br /&gt;
*Defines the rotation as an stepped instead of continuous rotation&lt;br /&gt;
&lt;br /&gt;
=====$steps=====&lt;br /&gt;
*Defines the number of steps in the animation (&#039;&#039;integer&#039;&#039;)&lt;br /&gt;
*Defaults to 8&lt;br /&gt;
&lt;br /&gt;
=====$t_paused=====&lt;br /&gt;
*Defines the pause time between steps (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
*Defaults to 2&lt;br /&gt;
&lt;br /&gt;
=====$t_transit=====&lt;br /&gt;
*Defines the movement time between pauses (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
*Defaults to 2&lt;br /&gt;
&lt;br /&gt;
=====$fraction_accel=====&lt;br /&gt;
*Defines the fraction of the stepped rotation time used for acceleration (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
*Is between 0 .. 0.5&lt;br /&gt;
*Defaults to 0.3&lt;br /&gt;
&lt;br /&gt;
==Subobject Properties==&lt;br /&gt;
* These can be applied only to subsystem with their own separate subobject.&lt;br /&gt;
&lt;br /&gt;
===$dumb_rotate:===&lt;br /&gt;
* Marks the subobject as &#039;dumb rotating object&#039;&lt;br /&gt;
* Defines the rotation time (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
===$special===&lt;br /&gt;
* Defines special attributes for the subobject&lt;br /&gt;
* String, either &#039;&#039;&#039;&amp;quot;subsystem&amp;quot;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;quot;no_rotate&amp;quot;&#039;&#039;&#039; or &#039;&#039;&#039;&amp;quot;shieldpoint&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;subsystem&amp;quot;====&lt;br /&gt;
* &#039;&#039;&#039;subsystem&#039;&#039;&#039; marks the subobject as an subsystem&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no_rotate&amp;quot;====&lt;br /&gt;
* Valid option if &#039;&#039;&#039;subsystem&#039;&#039;&#039; string was not used&lt;br /&gt;
* Marks subobject as an object that should not rotate&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;shieldpoint&amp;quot;====&lt;br /&gt;
{{Table371|&lt;br /&gt;
* Only usable on special points (&#039;&#039;&#039;not&#039;&#039;&#039; on submodels).&lt;br /&gt;
* Marks the special point as a shield point, see [[Model Point Shields]].}}&lt;br /&gt;
&lt;br /&gt;
===$no_collisions===&lt;br /&gt;
* Prevents collision detection from occurring on this subobject and all of its children (recursively).&lt;br /&gt;
&lt;br /&gt;
===$nocollide_this_only===&lt;br /&gt;
* Prevents collision detection from occurring on this subobject only (children collide normally).&lt;br /&gt;
&lt;br /&gt;
===$collide_invisible===&lt;br /&gt;
* Allows full collision detection for things painted with the special &amp;quot;invisible&amp;quot; texture (normally ships collide but weapons do not)&lt;br /&gt;
&lt;br /&gt;
===$gun_rotation:===&lt;br /&gt;
* Marks the submodel as using gun rotation&lt;br /&gt;
&lt;br /&gt;
===[[Detail box|$detail_box:]]===&lt;br /&gt;
* Marks the subsystem as one with detail box&lt;br /&gt;
====[[Detail box|$box_min:]]====&lt;br /&gt;
====[[Detail box|$box_max:]]====&lt;br /&gt;
&lt;br /&gt;
===$detail_sphere:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
* Marks the subsystem as one with detail sphere. Detail spheres work exactly like detail boxes (see above), except that they only define a radius instead of a box.}}&lt;br /&gt;
====$radius:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
* Defines the radius of the detail sphere (&#039;&#039;float&#039;&#039;). If not provided, defaults to the submodel radius.}}&lt;br /&gt;
====$offset:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
* Optional offset of the detail sphere from the model center.&lt;br /&gt;
* Example: &#039;&#039;&#039;$offset: 0,0,-100.5&#039;&#039;&#039; to make the detail sphere be positioned 100.5m behind the ship&#039;s center.}}&lt;br /&gt;
&lt;br /&gt;
===$uvec:===&lt;br /&gt;
* Defines the &amp;quot;up&amp;quot; direction (vector) of a multipart turret. Usually it stands perpendicular to the ship surface. Doesn&#039;t need to be specified for multiparts with a vertical rotation axis.&lt;br /&gt;
* Reads three comma separated &#039;&#039;floats&#039;&#039;&lt;br /&gt;
* Forces turret normal into the same as the &#039;&#039;&#039;$uvec:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$fvec:===&lt;br /&gt;
* Defines the direction of the front a multipart turret will be facing. Doesn&#039;t need to be specified for multiparts with a vertical rotation axis.&lt;br /&gt;
* Reads three comma separated &#039;&#039;floats&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$lod0_name===&lt;br /&gt;
* Allows adding LODs to older models and changing from special points to modeled subsystems.&lt;br /&gt;
* Example $lod0_name=enginea used on a subobject named engine would allow engineb, engienc, and engined to be used while preserving backward compatibility. &lt;br /&gt;
&lt;br /&gt;
===$attach_thrusters===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
* Allows thrusters associated with this submodel to follow its rotations.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=43000</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=43000"/>
		<updated>2013-11-21T08:19:57Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented model point shields&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|10013}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None is will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn&#039;t apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum forward (z) velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axiis&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axiis&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, defaults to 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether shots which impact the ship&#039;s hull before they&#039;ve travelled at least a distance equal to the shield thickness will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;,.&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as $Forward accel:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String, String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible for the player to fly the ship&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|#.24Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=42846</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=42846"/>
		<updated>2013-10-04T18:23:41Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented $Flight controls follow eyepoint orientation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|9771}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;game_settings.tbl&#039;&#039;&#039;, also known as mod.tbl, defines options that can be changed globally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
Optional. This group contains various Campaign related settings and overrides.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#Ignored Campaign File Names==&lt;br /&gt;
Optional. Defines which campaigns, if present, will not appear in the Campaign Room. Only single-player campaigns can be ignored. &#039;&#039;File extensions are required.&#039;&#039;&lt;br /&gt;
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Campaign File Name:===&lt;br /&gt;
File name of the campaign to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#HUD SETTINGS==&lt;br /&gt;
Optional. This group contains various HUD behavior settings and overrides&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 0 ms&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene camera displays HUD:===&lt;br /&gt;
Show the HUD when the cutscene camera is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Full color head animations:===&lt;br /&gt;
Enables full-color head ANIs. Normal head ANIs will appear in gray.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
Optional. This group contains SEXP settings and overrides.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
Optional. This group contains settings related to graphics.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; (0-3)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (very high)&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
Optional. This group contains miscellaneous settings. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret&#039;s barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents&#039; collision group setting. Default is false.}}&lt;br /&gt;
&lt;br /&gt;
===$Flight controls follow eyepoint orientation:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that if the player ship&#039;s eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship. Default is false.}}&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #Ignored Campaign File Names&lt;br /&gt;
    $Campaign File Name: FreeSpace2.fc2&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Self Praise Percentage: 75&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=42771</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=42771"/>
		<updated>2013-09-17T12:43:21Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Forgot to document +Spread From LOD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|9058}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None is will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn&#039;t apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum forward (z) velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axiis&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axiis&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, defaults to 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether shots which impact the ship&#039;s hull before they&#039;ve travelled at least a distance equal to the shield thickness will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;,.&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as $Forward accel:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String, String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible for the player to fly the ship&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|+.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=42770</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=42770"/>
		<updated>2013-09-17T12:28:52Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented auto spread shields&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|9058}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None is will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn&#039;t apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum forward (z) velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axiis&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axiis&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, defaults to 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether shots which impact the ship&#039;s hull before they&#039;ve travelled at least a distance equal to the shield thickness will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;,.&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as $Forward accel:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String, String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible for the player to fly the ship&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|+.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=40978</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=40978"/>
		<updated>2012-11-14T13:46:03Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented $Default Detail Level&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|9089}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;game_settings.tbl&#039;&#039;&#039;, also known as mod.tbl, defines options that can be changed globally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
Optional. This group contains various Campaign related settings and overrides.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#HUD Settings==&lt;br /&gt;
Optional. This group contains various HUD behavior settings and overrides&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 0 ms&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene Camera Disables HUD:===&lt;br /&gt;
Switches off the HUD when the cutscene camera is enabled. This option is on by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;YES&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
Optional. This group contains SEXP settings and overrides.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
Optional. This group contains settings related to graphics.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; (0-3)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (very high)&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
Optional. This group contains miscellaneous settings. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret&#039;s barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents&#039; collision group setting. Default is false.}}&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Self Praise Percentage: 75&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=39628</id>
		<title>Controlconfigdefaults.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Controlconfigdefaults.tbl&amp;diff=39628"/>
		<updated>2012-08-25T21:22:52Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Fixed a few typoed keybind names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|7478}}&lt;br /&gt;
&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;
&lt;br /&gt;
[[Tables|List of Tables]]&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;
&lt;br /&gt;
==$Bind Name:==&lt;br /&gt;
*Name of the bind or action to modify the default key of.&lt;br /&gt;
*Valid entries: [[Controlconfigdefaults.tbl#List of Bindings|List of Bindings]]&lt;br /&gt;
*Required&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
===$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;
===$Joy Default:===&lt;br /&gt;
*Joystick button to set as default&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Key Mod Alt:===&lt;br /&gt;
*Sets the key to require the Alt key&lt;br /&gt;
*&#039;&#039;&#039;1&#039;&#039;&#039; for yes, &#039;&#039;&#039;0&#039;&#039;&#039; for no&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
===$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;
===$Category:===&lt;br /&gt;
*Tab where the binding appears in the options menu.&lt;br /&gt;
*Valid entries:	TARGET_TAB, SHIP_TAB, WEAPON_TAB, COMPUTER_TAB&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
===$Has XStr:===&lt;br /&gt;
*Whether or not the binding has an entry in [[tstrings.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;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
===$Type:===&lt;br /&gt;
*Whether or not the binding needs a continuous press of the key?&lt;br /&gt;
*Valid entries:	CC_TYPE_TRIGGER, CC_TYPE_CONTINUOUS&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax &#039;&#039;&#039;String&#039;&#039;&#039;&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;
==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>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=39501</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=39501"/>
		<updated>2012-08-15T19:37:54Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented change of $Comms Menu Hides Messages to a +Messages gauge flag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|9018}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;hud_gauges.tbl&#039;&#039;&#039; is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).&lt;br /&gt;
&lt;br /&gt;
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==HUD Configurations==&lt;br /&gt;
The following entries are used on the HUD system, but have not been grouped with any particular gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Color:===&lt;br /&gt;
Optional. Sets the default HUD color for all gauges.&lt;br /&gt;
&lt;br /&gt;
*Sytax: &#039;&#039;&#039;Integer&#039;&#039;&#039; Red, &#039;&#039;&#039;Integer&#039;&#039;&#039; Green, &#039;&#039;&#039;Integer&#039;&#039;&#039; Blue&lt;br /&gt;
*Valid Values: all values from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Font:===&lt;br /&gt;
Optional. Sets the font type to use for the HUD.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; font index number&lt;br /&gt;
*Valid Values: Any font index as defined in [[Fonts.tbl]]&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;
===$Reticle Style:===&lt;br /&gt;
Optional. Defines which aiming reticle to use.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: &lt;br /&gt;
:&#039;&#039;&#039;FS1&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1_fs1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;FS2&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#Gauge Config==&lt;br /&gt;
The following entries define default gauge appearance and behavior. Each gauge has the option of overriding these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
Optional. 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;
&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|$Font]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base:===&lt;br /&gt;
Defines the base resolution for this HUD configuration.&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;
===$Required Aspect:===&lt;br /&gt;
Optional. If set, this configuration will only be loaded for the specified aspect ratios.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
:&amp;quot;Full Screen&amp;quot; (4:3)&lt;br /&gt;
:&amp;quot;Wide Screen&amp;quot; (16:9, 16:10, or similar)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Min:===&lt;br /&gt;
Minimum resolution for this config. Any resolution lower than specified will not use this configuration.&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;
===$Max:===&lt;br /&gt;
Maximum resolution for this config.  Any resolution higher than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&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;
====+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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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:]] (Optional)&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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#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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text X-offset:|Text 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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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#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;
:[[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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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. SVN 8830&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;
:[[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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional)&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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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#Bracket Offsets:|Bracket Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)&lt;br /&gt;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&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;
&lt;br /&gt;
====+Radar BSG:==== &lt;br /&gt;
Adds a BSG style radar.&lt;br /&gt;
&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
&lt;br /&gt;
====+Afterburner Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining afterburner energy.&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;
:[[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;
&lt;br /&gt;
&lt;br /&gt;
====+Weapon Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining weapon energy.&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;
:[[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#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Text Warnings:==== &lt;br /&gt;
Adds a gauge that warns the player (of something).&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;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[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;
&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;
:[[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;
:[[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;
:[[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;
:[[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 is used to raise the probability of hitting a target with primary weapons.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
&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;
:[[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;
&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;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
===$End Gauges===&lt;br /&gt;
The Gauges section must end with $End Gauges. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Gauge Configuration Options==&lt;br /&gt;
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Position:====&lt;br /&gt;
Defines the screen coordinates for the upper left corner of this gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel position&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Color:====&lt;br /&gt;
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$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#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;
&lt;br /&gt;
====Y Offset:====&lt;br /&gt;
Optional. Defines the vertical pixel offset (from the gauge&#039;s origin defined by [[Hud_gauges#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;
&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. (May also follow the player&#039;s head movements when using TrackIR)&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;
&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: 12&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&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 file used for this gauge&#039;s the background graphic&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#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&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 background (?)&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;
====Right Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Right background (?)&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;
====Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Entry 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]], [[Hud_gagues.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;
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;
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;
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;
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;
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;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&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 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_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]]&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;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
{{Warning|&lt;br /&gt;
All 5 wingman positions must be defined}}&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&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;
:*&amp;quot;Right&amp;quot;    ;; 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;
&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;
Optional. Defines the size of the animation&#039;s background (?)&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;
====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;
====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;
&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;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&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;
====Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&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;
====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;
====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;
====Infinity Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&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;
&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;
&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;
====Cockpit Target:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Canvas 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;
=====Display Offset:=====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Display 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;
====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;
====Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Afterburner Energy:|+Afterburner Energy:]]&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;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&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;
====Foreground Clip Height:====&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;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&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;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&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;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&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;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&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 the primary single fire-mode.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Double Primary Filename:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Filename:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Filename:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Filename:====&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;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&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;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=39500</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=39500"/>
		<updated>2012-08-15T15:07:32Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented $Comms Menu Hides Messages:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|9018}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;hud_gauges.tbl&#039;&#039;&#039; is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).&lt;br /&gt;
&lt;br /&gt;
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==HUD Configurations==&lt;br /&gt;
The following entries are used on the HUD system, but have not been grouped with any particular gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Color:===&lt;br /&gt;
Optional. Sets the default HUD color for all gauges.&lt;br /&gt;
&lt;br /&gt;
*Sytax: &#039;&#039;&#039;Integer&#039;&#039;&#039; Red, &#039;&#039;&#039;Integer&#039;&#039;&#039; Green, &#039;&#039;&#039;Integer&#039;&#039;&#039; Blue&lt;br /&gt;
*Valid Values: all values from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Font:===&lt;br /&gt;
Optional. Sets the font type to use for the HUD.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; font index number&lt;br /&gt;
*Valid Values: Any font index as defined in [[Fonts.tbl]]&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;
===$Reticle Style:===&lt;br /&gt;
Optional. Defines which aiming reticle to use.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: &lt;br /&gt;
:&#039;&#039;&#039;FS1&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1_fs1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;FS2&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Comms Menu Hides Messages:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Optional. Defines whether the wingman comms menu and regular messages may be drawn at the same time.&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;
}}&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;
===$Ship:===&lt;br /&gt;
Optional. If defined, the following config data will only be used if the player ship is of the supplied ship class. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, ship class name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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;
===$Base:===&lt;br /&gt;
Defines the base resolution for this HUD configuration.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
:&amp;quot;Full Screen&amp;quot; (4:3)&lt;br /&gt;
:&amp;quot;Wide Screen&amp;quot; (16:9, 16:10, or similar)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Min:===&lt;br /&gt;
Minimum resolution for this config. Any resolution lower than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max:===&lt;br /&gt;
Maximum resolution for this config.  Any resolution higher than specified will not use this configuration.&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;
===$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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
&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;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&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;
====+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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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:]] (Optional)&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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#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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text X-offset:|Text 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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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#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;
:[[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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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. SVN 8830&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;
:[[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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional)&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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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#Bracket Offsets:|Bracket Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)&lt;br /&gt;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&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;
&lt;br /&gt;
====+Radar BSG:==== &lt;br /&gt;
Adds a BSG style radar.&lt;br /&gt;
&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
&lt;br /&gt;
====+Afterburner Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining afterburner energy.&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;
:[[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;
&lt;br /&gt;
&lt;br /&gt;
====+Weapon Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining weapon energy.&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;
:[[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#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Text Warnings:==== &lt;br /&gt;
Adds a gauge that warns the player (of something).&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;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (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;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[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;
&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;
:[[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;
:[[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;
:[[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;
:[[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 is used to raise the probability of hitting a target with primary weapons.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
&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;
:[[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;
&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;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
&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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (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;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
===$End Gauges===&lt;br /&gt;
The Gauges section must end with $End Gauges. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Gauge Configuration Options==&lt;br /&gt;
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Position:====&lt;br /&gt;
Defines the screen coordinates for the upper left corner of this gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel position&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Color:====&lt;br /&gt;
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$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#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;
&lt;br /&gt;
====Y Offset:====&lt;br /&gt;
Optional. Defines the vertical pixel offset (from the gauge&#039;s origin defined by [[Hud_gauges#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;
&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. (May also follow the player&#039;s head movements when using TrackIR)&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;
&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: 12&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&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 file used for this gauge&#039;s the background graphic&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#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&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 background (?)&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;
====Right Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Right background (?)&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;
====Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Entry 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]], [[Hud_gagues.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;
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;
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;
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;
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;
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;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&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 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_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]]&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;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
{{Warning|&lt;br /&gt;
All 5 wingman positions must be defined}}&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&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;
:*&amp;quot;Right&amp;quot;    ;; 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;
&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;
Optional. Defines the size of the animation&#039;s background (?)&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;
====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;
====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;
&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;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&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;
====Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&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;
====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;
====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;
====Infinity Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&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;
&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;
&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;
====Cockpit Target:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Canvas 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;
=====Display Offset:=====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Display 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;
====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;
====Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Afterburner Energy:|+Afterburner Energy:]]&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;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&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;
====Foreground Clip Height:====&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;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&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;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&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;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&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;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&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 the primary single fire-mode.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Double Primary Filename:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Filename:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Filename:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Filename:====&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;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Subobject_and_subsystem_properties&amp;diff=38499</id>
		<title>Subobject and subsystem properties</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Subobject_and_subsystem_properties&amp;diff=38499"/>
		<updated>2012-05-18T15:30:29Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented detail sphere $offset&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page documents the properties that can be applied to subobjects and to subsystems in their respective properties data in the [[Model files|model file]].&lt;br /&gt;
&lt;br /&gt;
==Important notes==&lt;br /&gt;
* Subobject/subsystem properties data is not parsed in order.&lt;br /&gt;
* Occasionally an option may lack a trailing &#039;terminating character&#039; like &#039;:&#039; or &#039;=&#039; from its description. In these cases any character can be used as the trailing &#039;terminating character&#039;.&lt;br /&gt;
* Buffer size of 256 is reserved for the characters in properties data.&lt;br /&gt;
&lt;br /&gt;
==Subsystem Properties==&lt;br /&gt;
* These can be applied to subsystems both with and without separate subobject.&lt;br /&gt;
{| border=0 align=right cellpadding=2 cellspacing=1 style=&amp;quot;margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;&#039;&#039;&#039;Key strings and their order for setting subsystems&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;engine&#039;&#039;&lt;br /&gt;
| Engine subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;radar&#039;&#039;&lt;br /&gt;
| Radar dish subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;turret&#039;&#039;&lt;br /&gt;
| Turret subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;navigation&#039;&#039;&lt;br /&gt;
| Navigation subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;communication&#039;&#039;&lt;br /&gt;
| Communication subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;weapon&#039;&#039;&lt;br /&gt;
| Weapon control subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;sensor&#039;&#039;&lt;br /&gt;
| Sensor subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;solar&#039;&#039;&lt;br /&gt;
| Solar panel subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;gas&#039;&#039;&lt;br /&gt;
| Gas collector subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;activator&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;&#039;&#039;unused&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===$name===&lt;br /&gt;
*Defines the alternate name for the subsystem (&#039;&#039;string&#039;&#039;)&lt;br /&gt;
*Alternate subsystem names offer an alternative option for setting this via [[ships.tbl]] file or via mission data.&lt;br /&gt;
&lt;br /&gt;
===$fov===&lt;br /&gt;
*Valid only if the true subobject name (not the alternate defined above) contains string &amp;quot;turret&amp;quot; but not strings &amp;quot;radar&amp;quot; or &amp;quot;engine&amp;quot;&lt;br /&gt;
*Defines the firing arc of the turret in degrees (&#039;&#039;integer&#039;&#039;)&lt;br /&gt;
*Defaults to 180 degrees if omitted.&lt;br /&gt;
&lt;br /&gt;
===$crewspot===&lt;br /&gt;
*Valid only if the true subobject name (not the alternate defined above) contains string &amp;quot;turret&amp;quot; but not strings &amp;quot;radar&amp;quot; or &amp;quot;engine&amp;quot;&lt;br /&gt;
*Marks the turret as &#039;crewspot&#039;&lt;br /&gt;
*Defines the name of the crewspot (&#039;&#039;string&#039;&#039;)&lt;br /&gt;
*No actual function&lt;br /&gt;
&lt;br /&gt;
===$triggered:===&lt;br /&gt;
*Defines the subsystem as a rotating subsystem which can be triggered (animated) via [[Animation Code]]&lt;br /&gt;
&lt;br /&gt;
===$rotate===&lt;br /&gt;
*Marks the subsystem as a rotating subsystem&lt;br /&gt;
*Defines the rotation time for the subsystem (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
====$pbank====&lt;br /&gt;
*Marks the rotation as primary weapon rotation&lt;br /&gt;
*Defines the associated weapon bank (&#039;&#039;integer&#039;&#039;)&lt;br /&gt;
&amp;lt;!-- ANY DETAILS ?? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$stepped====&lt;br /&gt;
*Defines the rotation as an stepped instead of continuous rotation&lt;br /&gt;
&lt;br /&gt;
=====$steps=====&lt;br /&gt;
*Defines the number of steps in the animation (&#039;&#039;integer&#039;&#039;)&lt;br /&gt;
*Defaults to 8&lt;br /&gt;
&lt;br /&gt;
=====$t_paused=====&lt;br /&gt;
*Defines the pause time between steps (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
*Defaults to 2&lt;br /&gt;
&lt;br /&gt;
=====$t_transit=====&lt;br /&gt;
*Defines the movement time between pauses (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
*Defaults to 2&lt;br /&gt;
&lt;br /&gt;
=====$fraction_accel=====&lt;br /&gt;
*Defines the fraction of the stepped rotation time used for acceleration (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
*Is between 0 .. 0.5&lt;br /&gt;
*Defaults to 0.3&lt;br /&gt;
&lt;br /&gt;
==Subobject Properties==&lt;br /&gt;
* These can be applied only to subsystem with their own separate subobject.&lt;br /&gt;
&lt;br /&gt;
===$dumb_rotate:===&lt;br /&gt;
* Marks the subobject as &#039;dumb rotating object&#039;&lt;br /&gt;
* Defines the rotation time (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
===$special===&lt;br /&gt;
* Defines special attributes for the subobject&lt;br /&gt;
* String, either &#039;&#039;&#039;&amp;quot;subsystem&amp;quot;&#039;&#039;&#039; or &#039;&#039;&#039;&amp;quot;no_rotate&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;subsystem&amp;quot;====&lt;br /&gt;
* &#039;&#039;&#039;subsystem&#039;&#039;&#039; marks the subobject as an subsystem&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no_rotate&amp;quot;====&lt;br /&gt;
* Valid option if &#039;&#039;&#039;subsystem&#039;&#039;&#039; string was not used&lt;br /&gt;
* Marks subobject as an object that should not rotate&lt;br /&gt;
&lt;br /&gt;
===$no_collisions===&lt;br /&gt;
* Prevents collision detection from occurring on this subobject and all of its children (recursively).&lt;br /&gt;
&lt;br /&gt;
===$nocollide_this_only===&lt;br /&gt;
* Prevents collision detection from occurring on this subobject only (children collide normally).&lt;br /&gt;
&lt;br /&gt;
===$collide_invisible===&lt;br /&gt;
* Allows full collision detection for things painted with the special &amp;quot;invisible&amp;quot; texture (normally ships collide but weapons do not)&lt;br /&gt;
&lt;br /&gt;
===$gun_rotation:===&lt;br /&gt;
* Marks the submodel as using gun rotation&lt;br /&gt;
&lt;br /&gt;
===[[Detail box|$detail_box:]]===&lt;br /&gt;
* Marks the subsystem as one with detail box&lt;br /&gt;
====[[Detail box|$box_min:]]====&lt;br /&gt;
====[[Detail box|$box_max:]]====&lt;br /&gt;
&lt;br /&gt;
===$detail_sphere:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
* Marks the subsystem as one with detail sphere. Detail spheres work exactly like detail boxes (see above), except that they only define a radius instead of a box.}}&lt;br /&gt;
====$radius:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
* Defines the radius of the detail sphere (&#039;&#039;float&#039;&#039;). If not provided, defaults to the submodel radius.}}&lt;br /&gt;
====$offset:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
* Optional offset of the detail sphere from the model center.&lt;br /&gt;
* Example: &#039;&#039;&#039;$offset: 0,0,-100.5&#039;&#039;&#039; to make the detail sphere be positioned 100.5m behind the ship&#039;s center.}}&lt;br /&gt;
&lt;br /&gt;
===$uvec:===&lt;br /&gt;
* Defines the &amp;quot;up&amp;quot; direction (vector) of a multipart turret. Usually it stands perpendicular to the ship surface. Doesn&#039;t need to be specified for multiparts with a vertical rotation axis.&lt;br /&gt;
* Reads three comma separated &#039;&#039;floats&#039;&#039;&lt;br /&gt;
* Forces turret normal into the same as the &#039;&#039;&#039;$uvec:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$fvec:===&lt;br /&gt;
* Defines the direction of the front a multipart turret will be facing. Doesn&#039;t need to be specified for multiparts with a vertical rotation axis.&lt;br /&gt;
* Reads three comma separated &#039;&#039;floats&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$lod0_name===&lt;br /&gt;
* Allows adding LODs to older models and changing from special points to modeled subsystems.&lt;br /&gt;
* Example $lod0_name=enginea used on a subobject named engine would allow engineb, engienc, and engined to be used while preserving backward compatibility. &lt;br /&gt;
&lt;br /&gt;
===$attach_thrusters===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
* Allows thrusters associated with this submodel to follow its rotations.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=38040</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=38040"/>
		<updated>2012-03-22T06:21:37Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|8586}}&lt;br /&gt;
&lt;br /&gt;
*The game_settings.tbl file defines options that can be changed globally.&lt;br /&gt;
&lt;br /&gt;
==Campaign Settings==&lt;br /&gt;
Begins with #CAMPAIGN SETTINGS&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
*Defines which campaign will be selected by default for new pilots.&lt;br /&gt;
*Do not include the file extension.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==HUD Settings==&lt;br /&gt;
Begins with #HUD SETTINGS&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*In milliseconds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==SEXP Settings==&lt;br /&gt;
Begins with #SEXP SETTINGS&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
*Flips how when-argument settings loop. See this post. http://www.hard-light.net/forums/index.php?topic=79602.0&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Other Settings==&lt;br /&gt;
Begins with #OTHER SETTINGS&lt;br /&gt;
&lt;br /&gt;
===$Self Praise Percentage:===&lt;br /&gt;
*Sets the percent chance a message will play where a pilot praises his own kills.&lt;br /&gt;
*Number between 0 - 100.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
*Makes all hits to a turret&#039;s barrels count as hits to the turret subsystem. By default this does not happen, unless the point of impact falls inside the model radius of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
*If set, a hit which impacts a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==END==&lt;br /&gt;
Table must end with #END&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Self Praise Percentage: 75&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Subsystem&amp;diff=38021</id>
		<title>Subsystem</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Subsystem&amp;diff=38021"/>
		<updated>2012-03-17T18:47:08Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented the &amp;quot;collide submodel&amp;quot; flag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fileversion|7119}}&lt;br /&gt;
&lt;br /&gt;
*All subsystems ship can have must be defined in ships model file (.pof).&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*[[Animation_Code|Animation Code]] can be applied to the subsystems that consist of submodels, like multi-part turrets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==$Subsystem:==&lt;br /&gt;
*The name of the subsystem as defined in .pof file, % of ship&#039;s total hitpoints the subsystem has and rotation time (360 degrees) for multi-part turrets. Note: Assinging zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, name of the subsystem followed by the subsystem hitpoints as % of ships hitpoints and seconds per 360 degree turn. Subsystem name must be the same as described in model file (.pof).&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entries can be left empty in which case game uses default values}}&lt;br /&gt;
**Example: communications, 5, 0.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Subsystem Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternate name for the subsystem. This name is shown for example in the targeting window when subsystem is targeted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Option to use pipe character &#039;&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;&#039; to force line breaks into the alt subsystem name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Damage Popup Subsystem Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate name for the subsystem when it is displayed on the &#039;&#039;&#039;damaged systems&#039;&#039;&#039; popup.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* &#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the subsystem. If subsystem armor type is not defined ships armor type is used instead.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default PBanks:===&lt;br /&gt;
*Defines default primary weapon for the turret&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
**Example: ( &#039;&#039;&amp;quot;Subach HL-7&amp;quot;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$PBank Capacity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of turrets ballistic primary weapon.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default SBanks:===&lt;br /&gt;
*Defines default secondary weapon for the turret&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SBank Capacity:===&lt;br /&gt;
*Defines ammunition capacity of turrets secondary weapon.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Engine Wash:===&lt;br /&gt;
*All engines may use information concerning the engine wash. Engine washes are usually used only with larger vessels.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in Engine Wash section in [[ships.tbl]]&lt;br /&gt;
**Example: &#039;&#039;Default1000&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AliveSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies a sound to play from the subsystem while it is not destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$DeadSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies a sound to play from the subsystem while it is destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$RotationSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Can be used to define a sound that is played when this subsystem rotates.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Turret Base RotationSnd:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the sound which is played when the turrets base rotates&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Gun RotationSnd:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the sound which is played when the turrets guns change their elevation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret BaseSnd Volume:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier for the sound volume for turret base rotations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret GunSnd Volume:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier for the sound volume for turret guns change their elevation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AWACS:===&lt;br /&gt;
*Sets this subsystem&#039;s effective AWACS range. (AWACS reveals stealthed ships, cuts through nebula fog.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, the maximum range of the AWACS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Maximum Barrel Elevation:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum barrel elevation for the turret&lt;br /&gt;
*Basically &#039;inverse FOV&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 90}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Base FOV:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the FOV of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 359}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Reset Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time after losing the target before the turret begins to reset itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, in milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Optimum Range:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the optimum range for the turret&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Direction Preference:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the turrets preference to keep targeting targets based how far the turret should turn instead of nearest target&lt;br /&gt;
*The higher the value the higher the preference to keep targeting targets close to previous targets direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 100, 0 disables the preference setup}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the target priorities, and their order for the turret&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turrets per Bomb:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Limits the number of turrets that can be targeting the same bomb.&lt;br /&gt;
*When this is set, when this turret tries to target a bomb, it will check to see how many turrets are already targeting it and only choose it as a target if there are less than this number.&lt;br /&gt;
*This allows control over the default behavior, where every turret will fire at the leading bomb.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Max Turrets per Target:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Limits the number of turrets that can be targeting the same target.&lt;br /&gt;
*When this is set, when this turret tries to target a ship, it will check to see how many turrets are already targeting it and only choose it as a target if there are less than this number.&lt;br /&gt;
*This helps turrets spread their efforts out among multiple targets. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ROF:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the modifier applied to the turret rate of fire (ROF).&lt;br /&gt;
&lt;br /&gt;
====+Use firingpoints====&lt;br /&gt;
*Modifies (multiplies) the rate of fire by the number of firingpoints the turret has.&lt;br /&gt;
&lt;br /&gt;
====+Multiplier:====&lt;br /&gt;
*Checked only if &#039;&#039;+Use firingpoints&#039;&#039; has not been defined&lt;br /&gt;
*If set to larger than 0 the value acts as multiplier&lt;br /&gt;
*If set to 1.0 the feature is disabled&lt;br /&gt;
*If set to equal to or smaller than 0 it as if &#039;&#039;+Use firingpoints&#039;&#039; option would have been enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be used to sets additional subsystem related properties&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
*List of available flags:&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;untargetable&amp;quot;====&lt;br /&gt;
*Subsystem cannot be targeted&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;carry no damage&amp;quot;====&lt;br /&gt;
*Damage caused to the subsystem will not carry over to the parent ship&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;use multiple guns&amp;quot;====&lt;br /&gt;
*Enables the turret to fire all equipped weapons, picking a not-in-use firing point at each trigger. Not to be confused with &#039;Salvo mode&#039;.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fire down normals&amp;quot;====&lt;br /&gt;
*Forces the turret to fire along the turret normals - regardless of the swarm setting.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;check hull&amp;quot;====&lt;br /&gt;
*Forces the firing turret to check against the parent model if valid line of sight exists between the firingpoint and the target.}}&lt;br /&gt;
&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====&amp;quot;fixed firingpoints&amp;quot;====&lt;br /&gt;
*Forces the firing turret to retain the firingpoints of their weapons: if the turret has multiple banks, the first bank will only fire from the first firepoint, the second bank only from the second firepoint, and so on. Maximum number of weapons is the same as maximum number of weapons in turret (3 primary, 4 secondary)&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;salvo mode&amp;quot;====&lt;br /&gt;
*Forces the firing turret to use only the first weapon defined for it but fires it simultaneously from all the firing points. Not to be confused with &#039;use multiple guns&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no subsystem targeting&amp;quot;====&lt;br /&gt;
*Prevents the firing turret from targeting targets subsystems - instead forces the turret to fire randomly at the targets hull.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fire on target&amp;quot;====&lt;br /&gt;
*Prevents the turret from firing unless the turret barrels (firingpoints) and targets are aligned.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;reset when idle&amp;quot;====&lt;br /&gt;
*Forces the turret to reset to its initial position if it has no targets.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;carry shockwave&amp;quot;====&lt;br /&gt;
*Forces the turret to carry damage caused by shockwaves to the hull regardless of other flags.}}&lt;br /&gt;
&lt;br /&gt;
{{Table3613|&lt;br /&gt;
====&amp;quot;allow landing&amp;quot;====&lt;br /&gt;
*Defines the subsystem as something on which player can attempt to land on&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;target requires fov&amp;quot;====&lt;br /&gt;
*Prevents turret from accidentally selecting target out of it field of view (fov) when acquiring targets&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fov edge checks&amp;quot;====&lt;br /&gt;
*If the predicted target point of the turret falls outside of the field of view this flag but according to ship radius and dot product the target should still be partially visible then this flag attempts to turn the turret to the edge of the FOV closest to the targeted position and allow it to fire along that direction.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no replace&amp;quot;====&lt;br /&gt;
*Tells game not to use the replacement submodel (-destroyed) when the subsystem loses all of it&#039;s hitpoints.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no live debris&amp;quot;====&lt;br /&gt;
*Prevents the subsystem from releasing live debris pieces when destroyed&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;ignore if dead&amp;quot;====&lt;br /&gt;
*When subsystem has been destroyed prevents homing weapons from attempting to hit the now destroyed submodel and instead tells them to home on the main hull of the target&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;allow vanishing&amp;quot;====&lt;br /&gt;
*Allow subsystem to be destroyed from the ship without sound or graphical effects&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;damage as hull&amp;quot;====&lt;br /&gt;
*Treats subsystem as if it were hull when applying damage.  &lt;br /&gt;
&lt;br /&gt;
====&amp;quot;starts locked&amp;quot;====&lt;br /&gt;
*Turret starts locked and won&#039;t shoot until you use a turret-free or turret-free-all SEXP on it.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no aggregate&amp;quot;====&lt;br /&gt;
*Freespace keeps track of a ships overall functionality (such as if a ship is sensorless, disarmed or disabled) via a total hitpoint count of the associated subsystems. For example if a ship has three engines with 100HP each, the &#039;engines&#039; count will be at 300HP. Shooting at any of the subsystems with the keyword &#039;engine&#039; in them will decrement this total, and when it is at 0 then the ship becomes disabled.&lt;br /&gt;
*This flag tells FS to ignore the associated subsystem and not count it towards those totals. For example, if a ship had three 100HP engines with one set to &#039;no aggregate&#039; then the &#039;engines&#039; count will be 200HP. Shooting the &#039;no aggregate&#039; engine will not decrement the &#039;engines&#039; count, and so in other words the status of this engine is irrelevant to whether or not the ship is disabled. In the same way when applied to a turret, the turret&#039;s status is irrelevant to whether the ship is  disarmed or not.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;wait for animation&amp;quot;====&lt;br /&gt;
*When this flag is active, a turret will only fire after any associated subsystem animations (such as a turret hatch opening) have played out.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;play fire sound for player&amp;quot;====&lt;br /&gt;
*If this turret is on a player ship, play its associated sounds.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;only target if can fire&amp;quot;====&lt;br /&gt;
*Do additional checks to make sure that a turret which cannot fire at its target releases that target. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
====&amp;quot;no disappear&amp;quot;====&lt;br /&gt;
*If this subsystem is a physical subsystem, it won&#039;t disappear nor switch to the -destroyed model when destroyed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
====&amp;quot;collide submodel&amp;quot;====&lt;br /&gt;
*If this subsystem is a physical subsystem, it will only take damage from hits which impact the submodel. By default damage is taken from all hits within the submodel&#039;s radius*2. Does not affect area damage such as shockwaves.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Animation Code]]===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Option for animating the submodels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Case Specific Entries==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turret===&lt;br /&gt;
*All turrets require information concerning the weapon mounted to the turret. The entry can be either &#039;&#039;&#039;$Default PBanks&#039;&#039;&#039; for turret primaries (including beams) or &#039;&#039;&#039;$Default SBanks&#039;&#039;&#039; for turret secondaries&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*[[Animation_Code#Setting_Turret_Angle|Animation Code]] can be used with multi-part turrets.&lt;br /&gt;
*Multiple defined weapons will all fire but the targeting is handled by the first weapon in the list. &#039;&#039;&#039;Multiple beams are not possible&#039;&#039;&#039;. All weapons alternate between the firingpoints of the turret so turrets do not need to have more than one weapon defined no matter how many barrels or firingpoints they have.}}&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Subsystem: turret01, 1.0, 1.0&lt;br /&gt;
$Default PBanks: ( &amp;quot;Terran Turret&amp;quot; )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Engine===&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Subsystem: engine01, 5.0, 0.0&lt;br /&gt;
$Engine Wash: Default1000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Subsystem&amp;diff=38017</id>
		<title>Subsystem</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Subsystem&amp;diff=38017"/>
		<updated>2012-03-15T13:29:13Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented the &amp;quot;no disappear&amp;quot; subsystem flag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fileversion|7119}}&lt;br /&gt;
&lt;br /&gt;
*All subsystems ship can have must be defined in ships model file (.pof).&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*[[Animation_Code|Animation Code]] can be applied to the subsystems that consist of submodels, like multi-part turrets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==$Subsystem:==&lt;br /&gt;
*The name of the subsystem as defined in .pof file, % of ship&#039;s total hitpoints the subsystem has and rotation time (360 degrees) for multi-part turrets. Note: Assinging zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, name of the subsystem followed by the subsystem hitpoints as % of ships hitpoints and seconds per 360 degree turn. Subsystem name must be the same as described in model file (.pof).&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entries can be left empty in which case game uses default values}}&lt;br /&gt;
**Example: communications, 5, 0.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Subsystem Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternate name for the subsystem. This name is shown for example in the targeting window when subsystem is targeted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Option to use pipe character &#039;&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;&#039; to force line breaks into the alt subsystem name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Damage Popup Subsystem Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate name for the subsystem when it is displayed on the &#039;&#039;&#039;damaged systems&#039;&#039;&#039; popup.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* &#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the subsystem. If subsystem armor type is not defined ships armor type is used instead.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default PBanks:===&lt;br /&gt;
*Defines default primary weapon for the turret&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
**Example: ( &#039;&#039;&amp;quot;Subach HL-7&amp;quot;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$PBank Capacity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of turrets ballistic primary weapon.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default SBanks:===&lt;br /&gt;
*Defines default secondary weapon for the turret&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SBank Capacity:===&lt;br /&gt;
*Defines ammunition capacity of turrets secondary weapon.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Engine Wash:===&lt;br /&gt;
*All engines may use information concerning the engine wash. Engine washes are usually used only with larger vessels.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in Engine Wash section in [[ships.tbl]]&lt;br /&gt;
**Example: &#039;&#039;Default1000&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AliveSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies a sound to play from the subsystem while it is not destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$DeadSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies a sound to play from the subsystem while it is destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$RotationSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Can be used to define a sound that is played when this subsystem rotates.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Turret Base RotationSnd:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the sound which is played when the turrets base rotates&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Gun RotationSnd:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the sound which is played when the turrets guns change their elevation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret BaseSnd Volume:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier for the sound volume for turret base rotations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret GunSnd Volume:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier for the sound volume for turret guns change their elevation&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AWACS:===&lt;br /&gt;
*Sets this subsystem&#039;s effective AWACS range. (AWACS reveals stealthed ships, cuts through nebula fog.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, the maximum range of the AWACS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Maximum Barrel Elevation:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum barrel elevation for the turret&lt;br /&gt;
*Basically &#039;inverse FOV&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 90}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Base FOV:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the FOV of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 359}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Reset Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time after losing the target before the turret begins to reset itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, in milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Optimum Range:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the optimum range for the turret&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Direction Preference:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the turrets preference to keep targeting targets based how far the turret should turn instead of nearest target&lt;br /&gt;
*The higher the value the higher the preference to keep targeting targets close to previous targets direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, from 0 to 100, 0 disables the preference setup}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the target priorities, and their order for the turret&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turrets per Bomb:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Limits the number of turrets that can be targeting the same bomb.&lt;br /&gt;
*When this is set, when this turret tries to target a bomb, it will check to see how many turrets are already targeting it and only choose it as a target if there are less than this number.&lt;br /&gt;
*This allows control over the default behavior, where every turret will fire at the leading bomb.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Max Turrets per Target:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Limits the number of turrets that can be targeting the same target.&lt;br /&gt;
*When this is set, when this turret tries to target a ship, it will check to see how many turrets are already targeting it and only choose it as a target if there are less than this number.&lt;br /&gt;
*This helps turrets spread their efforts out among multiple targets. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ROF:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the modifier applied to the turret rate of fire (ROF).&lt;br /&gt;
&lt;br /&gt;
====+Use firingpoints====&lt;br /&gt;
*Modifies (multiplies) the rate of fire by the number of firingpoints the turret has.&lt;br /&gt;
&lt;br /&gt;
====+Multiplier:====&lt;br /&gt;
*Checked only if &#039;&#039;+Use firingpoints&#039;&#039; has not been defined&lt;br /&gt;
*If set to larger than 0 the value acts as multiplier&lt;br /&gt;
*If set to 1.0 the feature is disabled&lt;br /&gt;
*If set to equal to or smaller than 0 it as if &#039;&#039;+Use firingpoints&#039;&#039; option would have been enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be used to sets additional subsystem related properties&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039; )&lt;br /&gt;
*List of available flags:&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;untargetable&amp;quot;====&lt;br /&gt;
*Subsystem cannot be targeted&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;carry no damage&amp;quot;====&lt;br /&gt;
*Damage caused to the subsystem will not carry over to the parent ship&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;use multiple guns&amp;quot;====&lt;br /&gt;
*Enables the turret to fire all equipped weapons, picking a not-in-use firing point at each trigger. Not to be confused with &#039;Salvo mode&#039;.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fire down normals&amp;quot;====&lt;br /&gt;
*Forces the turret to fire along the turret normals - regardless of the swarm setting.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;check hull&amp;quot;====&lt;br /&gt;
*Forces the firing turret to check against the parent model if valid line of sight exists between the firingpoint and the target.}}&lt;br /&gt;
&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====&amp;quot;fixed firingpoints&amp;quot;====&lt;br /&gt;
*Forces the firing turret to retain the firingpoints of their weapons: if the turret has multiple banks, the first bank will only fire from the first firepoint, the second bank only from the second firepoint, and so on. Maximum number of weapons is the same as maximum number of weapons in turret (3 primary, 4 secondary)&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;salvo mode&amp;quot;====&lt;br /&gt;
*Forces the firing turret to use only the first weapon defined for it but fires it simultaneously from all the firing points. Not to be confused with &#039;use multiple guns&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no subsystem targeting&amp;quot;====&lt;br /&gt;
*Prevents the firing turret from targeting targets subsystems - instead forces the turret to fire randomly at the targets hull.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fire on target&amp;quot;====&lt;br /&gt;
*Prevents the turret from firing unless the turret barrels (firingpoints) and targets are aligned.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;reset when idle&amp;quot;====&lt;br /&gt;
*Forces the turret to reset to its initial position if it has no targets.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;carry shockwave&amp;quot;====&lt;br /&gt;
*Forces the turret to carry damage caused by shockwaves to the hull regardless of other flags.}}&lt;br /&gt;
&lt;br /&gt;
{{Table3613|&lt;br /&gt;
====&amp;quot;allow landing&amp;quot;====&lt;br /&gt;
*Defines the subsystem as something on which player can attempt to land on&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;target requires fov&amp;quot;====&lt;br /&gt;
*Prevents turret from accidentally selecting target out of it field of view (fov) when acquiring targets&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fov edge checks&amp;quot;====&lt;br /&gt;
*If the predicted target point of the turret falls outside of the field of view this flag but according to ship radius and dot product the target should still be partially visible then this flag attempts to turn the turret to the edge of the FOV closest to the targeted position and allow it to fire along that direction.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no replace&amp;quot;====&lt;br /&gt;
*Tells game not to use the replacement submodel (-destroyed) when the subsystem loses all of it&#039;s hitpoints.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no live debris&amp;quot;====&lt;br /&gt;
*Prevents the subsystem from releasing live debris pieces when destroyed&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;ignore if dead&amp;quot;====&lt;br /&gt;
*When subsystem has been destroyed prevents homing weapons from attempting to hit the now destroyed submodel and instead tells them to home on the main hull of the target&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;allow vanishing&amp;quot;====&lt;br /&gt;
*Allow subsystem to be destroyed from the ship without sound or graphical effects&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;damage as hull&amp;quot;====&lt;br /&gt;
*Treats subsystem as if it were hull when applying damage.  &lt;br /&gt;
&lt;br /&gt;
====&amp;quot;starts locked&amp;quot;====&lt;br /&gt;
*Turret starts locked and won&#039;t shoot until you use a turret-free or turret-free-all SEXP on it.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no aggregate&amp;quot;====&lt;br /&gt;
*Freespace keeps track of a ships overall functionality (such as if a ship is sensorless, disarmed or disabled) via a total hitpoint count of the associated subsystems. For example if a ship has three engines with 100HP each, the &#039;engines&#039; count will be at 300HP. Shooting at any of the subsystems with the keyword &#039;engine&#039; in them will decrement this total, and when it is at 0 then the ship becomes disabled.&lt;br /&gt;
*This flag tells FS to ignore the associated subsystem and not count it towards those totals. For example, if a ship had three 100HP engines with one set to &#039;no aggregate&#039; then the &#039;engines&#039; count will be 200HP. Shooting the &#039;no aggregate&#039; engine will not decrement the &#039;engines&#039; count, and so in other words the status of this engine is irrelevant to whether or not the ship is disabled. In the same way when applied to a turret, the turret&#039;s status is irrelevant to whether the ship is  disarmed or not.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;wait for animation&amp;quot;====&lt;br /&gt;
*When this flag is active, a turret will only fire after any associated subsystem animations (such as a turret hatch opening) have played out.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;play fire sound for player&amp;quot;====&lt;br /&gt;
*If this turret is on a player ship, play its associated sounds.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;only target if can fire&amp;quot;====&lt;br /&gt;
*Do additional checks to make sure that a turret which cannot fire at its target releases that target. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
====&amp;quot;no disappear&amp;quot;====&lt;br /&gt;
*If this subsystem is a physical subsystem, it won&#039;t disappear nor switch to the -destroyed model when destroyed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[Animation Code]]===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Option for animating the submodels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Case Specific Entries==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turret===&lt;br /&gt;
*All turrets require information concerning the weapon mounted to the turret. The entry can be either &#039;&#039;&#039;$Default PBanks&#039;&#039;&#039; for turret primaries (including beams) or &#039;&#039;&#039;$Default SBanks&#039;&#039;&#039; for turret secondaries&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*[[Animation_Code#Setting_Turret_Angle|Animation Code]] can be used with multi-part turrets.&lt;br /&gt;
*Multiple defined weapons will all fire but the targeting is handled by the first weapon in the list. &#039;&#039;&#039;Multiple beams are not possible&#039;&#039;&#039;. All weapons alternate between the firingpoints of the turret so turrets do not need to have more than one weapon defined no matter how many barrels or firingpoints they have.}}&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Subsystem: turret01, 1.0, 1.0&lt;br /&gt;
$Default PBanks: ( &amp;quot;Terran Turret&amp;quot; )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Engine===&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Subsystem: engine01, 5.0, 0.0&lt;br /&gt;
$Engine Wash: Default1000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Subobject_and_subsystem_properties&amp;diff=37721</id>
		<title>Subobject and subsystem properties</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Subobject_and_subsystem_properties&amp;diff=37721"/>
		<updated>2012-01-26T15:02:44Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented $detail_sphere&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page documents the properties that can be applied to subobjects and to subsystems in their respective properties data in the [[Model files|model file]].&lt;br /&gt;
&lt;br /&gt;
==Important notes==&lt;br /&gt;
* Subobject/subsystem properties data is not parsed in order.&lt;br /&gt;
* Occasionally an option may lack a trailing &#039;terminating character&#039; like &#039;:&#039; or &#039;=&#039; from its description. In these cases any character can be used as the trailing &#039;terminating character&#039;.&lt;br /&gt;
* Buffer size of 256 is reserved for the characters in properties data.&lt;br /&gt;
&lt;br /&gt;
==Subsystem Properties==&lt;br /&gt;
* These can be applied to subsystems both with and without separate subobject.&lt;br /&gt;
{| border=0 align=right cellpadding=2 cellspacing=1 style=&amp;quot;margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;&#039;&#039;&#039;Key strings and their order for setting subsystems&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;engine&#039;&#039;&lt;br /&gt;
| Engine subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;radar&#039;&#039;&lt;br /&gt;
| Radar dish subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;turret&#039;&#039;&lt;br /&gt;
| Turret subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;navigation&#039;&#039;&lt;br /&gt;
| Navigation subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;communication&#039;&#039;&lt;br /&gt;
| Communication subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;weapon&#039;&#039;&lt;br /&gt;
| Weapon control subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;sensor&#039;&#039;&lt;br /&gt;
| Sensor subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;solar&#039;&#039;&lt;br /&gt;
| Solar panel subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;gas&#039;&#039;&lt;br /&gt;
| Gas collector subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;activator&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;&#039;&#039;unused&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===$name===&lt;br /&gt;
*Defines the alternate name for the subsystem (&#039;&#039;string&#039;&#039;)&lt;br /&gt;
*Alternate subsystem names offer an alternative option for setting this via [[ships.tbl]] file or via mission data.&lt;br /&gt;
&lt;br /&gt;
===$fov===&lt;br /&gt;
*Valid only if the true subobject name (not the alternate defined above) contains string &amp;quot;turret&amp;quot; but not strings &amp;quot;radar&amp;quot; or &amp;quot;engine&amp;quot;&lt;br /&gt;
*Defines the firing arc of the turret in degrees (&#039;&#039;integer&#039;&#039;)&lt;br /&gt;
*Defaults to 180 degrees if omitted.&lt;br /&gt;
&lt;br /&gt;
===$crewspot===&lt;br /&gt;
*Valid only if the true subobject name (not the alternate defined above) contains string &amp;quot;turret&amp;quot; but not strings &amp;quot;radar&amp;quot; or &amp;quot;engine&amp;quot;&lt;br /&gt;
*Marks the turret as &#039;crewspot&#039;&lt;br /&gt;
*Defines the name of the crewspot (&#039;&#039;string&#039;&#039;)&lt;br /&gt;
*No actual function&lt;br /&gt;
&lt;br /&gt;
===$triggered:===&lt;br /&gt;
*Defines the subsystem as a rotating subsystem which can be triggered (animated) via [[Animation Code]]&lt;br /&gt;
&lt;br /&gt;
===$rotate===&lt;br /&gt;
*Marks the subsystem as a rotating subsystem&lt;br /&gt;
*Defines the rotation time for the subsystem (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
====$pbank====&lt;br /&gt;
*Marks the rotation as primary weapon rotation&lt;br /&gt;
*Defines the associated weapon bank (&#039;&#039;integer&#039;&#039;)&lt;br /&gt;
&amp;lt;!-- ANY DETAILS ?? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$stepped====&lt;br /&gt;
*Defines the rotation as an stepped instead of continuous rotation&lt;br /&gt;
&lt;br /&gt;
=====$steps=====&lt;br /&gt;
*Defines the number of steps in the animation (&#039;&#039;integer&#039;&#039;)&lt;br /&gt;
*Defaults to 8&lt;br /&gt;
&lt;br /&gt;
=====$t_paused=====&lt;br /&gt;
*Defines the pause time between steps (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
*Defaults to 2&lt;br /&gt;
&lt;br /&gt;
=====$t_transit=====&lt;br /&gt;
*Defines the movement time between pauses (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
*Defaults to 2&lt;br /&gt;
&lt;br /&gt;
=====$fraction_accel=====&lt;br /&gt;
*Defines the fraction of the stepped rotation time used for acceleration (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
*Is between 0 .. 0.5&lt;br /&gt;
*Defaults to 0.3&lt;br /&gt;
&lt;br /&gt;
==Subobject Properties==&lt;br /&gt;
* These can be applied only to subsystem with their own separate subobject.&lt;br /&gt;
&lt;br /&gt;
===$dumb_rotate:===&lt;br /&gt;
* Marks the subobject as &#039;dumb rotating object&#039;&lt;br /&gt;
* Defines the rotation time (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
===$special===&lt;br /&gt;
* Defines special attributes for the subobject&lt;br /&gt;
* String, either &#039;&#039;&#039;&amp;quot;subsystem&amp;quot;&#039;&#039;&#039; or &#039;&#039;&#039;&amp;quot;no_rotate&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;subsystem&amp;quot;====&lt;br /&gt;
* &#039;&#039;&#039;subsystem&#039;&#039;&#039; marks the subobject as an subsystem&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no_rotate&amp;quot;====&lt;br /&gt;
* Valid option if &#039;&#039;&#039;subsystem&#039;&#039;&#039; string was not used&lt;br /&gt;
* Marks subobject as an object that should not rotate&lt;br /&gt;
&lt;br /&gt;
===$no_collisions===&lt;br /&gt;
* Prevents collision detection from occurring on this subobject and all of its children (recursively).&lt;br /&gt;
&lt;br /&gt;
===$nocollide_this_only===&lt;br /&gt;
* Prevents collision detection from occurring on this subobject only (children collide normally).&lt;br /&gt;
&lt;br /&gt;
===$collide_invisible===&lt;br /&gt;
* Allows full collision detection for things painted with the special &amp;quot;invisible&amp;quot; texture (normally ships collide but weapons do not)&lt;br /&gt;
&lt;br /&gt;
===$gun_rotation:===&lt;br /&gt;
* Marks the submodel as using gun rotation&lt;br /&gt;
&lt;br /&gt;
===[[Detail box|$detail_box:]]===&lt;br /&gt;
* Marks the subsystem as one with detail box&lt;br /&gt;
====[[Detail box|$box_min:]]====&lt;br /&gt;
====[[Detail box|$box_max:]]====&lt;br /&gt;
&lt;br /&gt;
===$detail_sphere:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
* Marks the subsystem as one with detail sphere. Detail spheres work exactly like detail boxes (see above), except that they only define a radius instead of a box.}}&lt;br /&gt;
====$radius:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
* Defines the radius of the detail sphere (&#039;&#039;float&#039;&#039;). If not provided, defaults to the submodel radius.}}&lt;br /&gt;
&lt;br /&gt;
===$uvec:===&lt;br /&gt;
* Defines the &amp;quot;up&amp;quot; direction (vector) of a multipart turret. Usually it stands perpendicular to the ship surface. Doesn&#039;t need to be specified for multiparts with a vertical rotation axis.&lt;br /&gt;
* Reads three comma separated &#039;&#039;floats&#039;&#039;&lt;br /&gt;
* Forces turret normal into the same as the &#039;&#039;&#039;$uvec:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$fvec:===&lt;br /&gt;
* Defines the direction of the front a multipart turret will be facing. Doesn&#039;t need to be specified for multiparts with a vertical rotation axis.&lt;br /&gt;
* Reads three comma separated &#039;&#039;floats&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$lod0_name===&lt;br /&gt;
* Allows adding LODs to older models and changing from special points to modeled subsystems.&lt;br /&gt;
* Example $lod0_name=enginea used on a subobject named engine would allow engineb, engienc, and engined to be used while preserving backward compatibility. &lt;br /&gt;
&lt;br /&gt;
===$attach_thrusters===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
* Allows thrusters associated with this submodel to follow its rotations.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Scripting.tbl&amp;diff=37673</id>
		<title>Scripting.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Scripting.tbl&amp;diff=37673"/>
		<updated>2012-01-21T15:33:51Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented $On Turret Fired&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|4500}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The scripting table is used for scripting special features like alternate HUDs or ship viewer into the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Usefull references:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[FS2 Open Lua Scripting]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Scripting API]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;!---*&#039;&#039;&#039;[http://fs2source.warpcore.org/temp/scripting.html Scripting.html]&#039;&#039;&#039; - Link OOA ---&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Command-Line_Reference#-output_scripting|Command-Line Reference for creating scripting.html]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://lua-users.org/wiki/ Lua-Users Wiki]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://www.lua.org/manual/5.0/ Reference manual for Lua 5.0]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==General Info==&lt;br /&gt;
*Scripting table consist of several sections&lt;br /&gt;
*All sections and most of the entries are optional&lt;br /&gt;
*All sections end with #&#039;&#039;&#039;End&#039;&#039;&#039;&lt;br /&gt;
*No scripting hooks are not executed on a separate thread, at least as of this writing. They are executed at given points in the code, and all other execution will not take place until a scripting hook has finished. This means that, in theory, a large and complicated enough script will cause noticeable lag or slowdown when executed.&lt;br /&gt;
*Information in this document applies only to the HEAD branch. Scripting in 3.6.9, or in any builds based on 3.6.9, is considered unsupported.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
===Frames===&lt;br /&gt;
One of the most important things to understand when reading this guide is the concept of &amp;quot;frames&amp;quot;. (Experienced modders can probably skip this part) In gameplay, motion is achieved by making incremental changes every fraction of a second. A ship will be moved slightly, and then drawn to the screen. This happens 30-120 times a second; anything lower, and the game will become choppy and difficult to play.&lt;br /&gt;
&lt;br /&gt;
There is also a difference in the moving of objects in-game, and the moving of objects onscreen. All ships are first &amp;quot;moved&amp;quot;, in memory. This probably consists of physics calculations, that change the ship&#039;s position based on if their engines are turned on, or if they run into another object. After this, the game then renders the now-moved ships to what is referred to as a &amp;quot;backbuffer&amp;quot; - a place in memory that takes the place of the computer screen. Once rendering has finished, the backbuffer is instantly drawn to the screen. This prevents objects from flickering as they are drawn. You do not have to worry about flipping the backbuffer in scripting; FS2_Open will take care of that for you.&lt;br /&gt;
&lt;br /&gt;
For scripting, &#039;&#039;&#039;it is important to understand that each block of code will therefore be executed several times a second, but only once per frame&#039;&#039;&#039;. However, the exact number of times per second will depend on how much work the computer has to do (And therefore how much time it takes) for each frame. To determine how much time you should consider to have passed, you must use the ba.getFrametime() function; which will return the approximate time the frame will take, in seconds. In addition, if you &amp;quot;move&amp;quot; a ship after it has already been rendered, the change will not become apparent until the next frame.&lt;br /&gt;
&lt;br /&gt;
This does mean that if you want to make a block of text move across the screen, at a rate of 5 pixels per second, all you have to do is multiply the speed by the frametime:&lt;br /&gt;
&amp;lt;pre&amp;gt;#Global Hooks&lt;br /&gt;
$Global: [&lt;br /&gt;
   --If the g_WheeXPosition variable does not exist,&lt;br /&gt;
   --it means we are on the first frame.&lt;br /&gt;
   --If that is the case, set it to zero.&lt;br /&gt;
   if not g_WheeXPosition then&lt;br /&gt;
      g_WheeXPosition = 0&lt;br /&gt;
   end&lt;br /&gt;
&lt;br /&gt;
   --Move the text&lt;br /&gt;
   g_WheeXPosition = g_WheeXPosition + (5 * ba.getFrametime())&lt;br /&gt;
&lt;br /&gt;
   --Draw &amp;quot;WHEE!!!&amp;quot;&lt;br /&gt;
   gr.drawString(&amp;quot;WHEE!!!&amp;quot;, g_WheeXPosition, 10)&lt;br /&gt;
]&lt;br /&gt;
#End&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Hooks===&lt;br /&gt;
Scripting &amp;quot;hooks&amp;quot; form the basis of the scripting system. A &amp;quot;hook&amp;quot; simply refers to a point in the code where code to execute scripting has been added. The hook may then be added to a table, or added to a SEXP. In general usage, &amp;quot;hook&amp;quot; refers to an entry in scripting.tbl.&lt;br /&gt;
&lt;br /&gt;
All hooks take the form of an identifer (such as $Global:), followed by brackets to determine what type of scripting is being executed. A lack of brackets also indicates a type of scripting execution. All current bracket configurations are listed below. Note that &amp;quot;$Hook:&amp;quot; is used merely as a placeholder, and should be replaced with the actual hook name ($Global:, $HUD:, $On Frame:, etc).&lt;br /&gt;
#&amp;lt;pre&amp;gt;$Hook: scripting&amp;lt;/pre&amp;gt;Specifies one line of LUA scripting. In addition, the return value of that line will be passed to the interpreter and used (if applicable). Specifying a variable or value on this line will result in it being returned, as well.&lt;br /&gt;
#&amp;lt;pre&amp;gt;$Hook: [scripting]&amp;lt;/pre&amp;gt;A single set of brackets specifies a block of LUA scripting. Does not return a value unless explicitly specified. (Explicit specification is not possible at this time; but may be implemented in the future if/when more future hooks take a return value.)&lt;br /&gt;
#&amp;lt;pre&amp;gt;$Hook: [[scriptfilename.lua]]&amp;lt;/pre&amp;gt;Double brackets specify a file. This file is read out of the data/scripts directory, and must include the file extension. You may specify a compiled lua file as a target as well; this may result in crossplatform issues for a mod, however.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====+Override====&lt;br /&gt;
Some hooks additionally take a +Override: field. This field uses the same bracket configurations as above. If a hook includes a +Override field, this hook always determines whether the default FS2_Open behavior that the hook is associated with will function, or will be disabled. This should be used in cases where scripting will replace the original FS2_Open behavior. For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;$HUD: [&lt;br /&gt;
    gr.setColor(255, 255, 255, 255)&lt;br /&gt;
    gr.drawString(&amp;quot;HUD Disabled&amp;quot;, 50, 50)&lt;br /&gt;
 ]&lt;br /&gt;
    +Override: true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, override hooks are (by convention) executed before FS2_Open behavior. The HUD hook override, for example, is executed before any part of the HUD is actually drawn.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Sections==&lt;br /&gt;
* #&#039;&#039;&#039;Global Hooks&#039;&#039;&#039;&lt;br /&gt;
* #&#039;&#039;&#039;State Hooks&#039;&#039;&#039; (3.6.9)&lt;br /&gt;
* #&#039;&#039;&#039;Conditional Hooks&#039;&#039;&#039; (HEAD)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==#Global Hooks==&lt;br /&gt;
&lt;br /&gt;
Global hooks are the simplest form of scripting hooks available. They are at preset locations in the code, and are generally executed every time that point is reached. Exceptions to this rule (such as the HUD hook) only depend on one or two variables to determine execution. All other scripting execution is determined by the modder.&lt;br /&gt;
Note that, as with other tables, the game expects these entries in precisely the order given here; if this is not followed, the parser will throw an error.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Format===&lt;br /&gt;
;&#039;&#039;&#039;$Global:&#039;&#039;&#039;: Script in this section is executed almost immediately before each frame is drawn. This means that any scripting elements will be drawn, or take effect, after everything else, except for the &amp;quot;On Frame&amp;quot; conditional hook. It is not used with the standalone server. In addition, note that use of this hook should generally be avoided, since all scripting will have to be processed every frame.&lt;br /&gt;
;&#039;&#039;&#039;$Splash:&#039;&#039;&#039;: This hook is executed once, when the splash images (PreLoad and PreLoadLogo) would be drawn. This hook should generally be used only for drawing the splash screen; any initialization could should be placed in GameInit. This hook is executed before virtually any other subsystem has been loaded, aside from the graphics and filesystem subsystems, so scripting elements such as the table and mission libraries will be nonfunctional.&lt;br /&gt;
*;&#039;&#039;&#039;+Override:&#039;&#039;&#039;: Executed just before default splash images are loaded and displayed. Note that the frame is still drawn regardless; it is not necessary to flip the backbuffer manually.&lt;br /&gt;
;&#039;&#039;&#039;$GameInit:&#039;&#039;&#039;: This hook is executed once, after all of the Freespace2 subsystems have been initialized. It is executed before the game switches to the main hall or, in the case of standalone server mode, begins the game.&lt;br /&gt;
;&#039;&#039;&#039;$Simulation:&#039;&#039;&#039;: This hook is executed only during missions. It is executed after all damage, movement, physics, SEXPs, and other &amp;quot;physical&amp;quot; in-game changes have been applied. It is executed before anything has been rendered. This hook should be used only for damage, movement, and physics related scripting, as if the game needs to be rendered without any in-game time having been passed, this function will not be called.&lt;br /&gt;
;&#039;&#039;&#039;$HUD:&#039;&#039;&#039;: The HUD hook is executed after the HUD has been drawn. Note that if the HUD is turned off, this hook will be disabled as well, until the HUD is turned back on.&lt;br /&gt;
*;&#039;&#039;&#039;+Override:&#039;&#039;&#039;: Executed immediately before anything on the HUD is drawn, and controls whether the default FS2_Open is drawn.&lt;br /&gt;
&lt;br /&gt;
==#State Hooks==&lt;br /&gt;
&lt;br /&gt;
In Freespace2, a &amp;quot;state&amp;quot; more or less refers to a room. It may also refer to a separate mode - playing a mission is the GS_STATE_GAME_PLAY state. The main menu is the GS_STATE_MAIN_MENU state. This section should only exist in 3.6.9. It is included here for the sake of documentation; it has since been removed and superseded by the conditional hook system.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Format===&lt;br /&gt;
;&#039;&#039;&#039;$State:&#039;&#039;&#039;: Specifies the state name. A full list of states is located here: &#039;&#039;[[List of Game States]]&#039;&#039;&lt;br /&gt;
*;&#039;&#039;&#039;$Hook:&#039;&#039;&#039;: Executed after all of the state code has been executed, but before the game frame is actually drawn.&lt;br /&gt;
**;&#039;&#039;&#039;+Override:&#039;&#039;&#039;: Determines whether the specified state is handled at all by Freespace. If true, then none of the loading or exit code for the state will be specified as well.&lt;br /&gt;
&lt;br /&gt;
==#Conditional Hooks==&lt;br /&gt;
Scripting hooks are only available in HEAD builds. They consist of any number of conditions, followed by any number of actions. All available conditions and actions are located in the file generated by -output_scripting.&lt;br /&gt;
&lt;br /&gt;
One way to think of conditional scripting is like this: The condition specifies the object that the action will apply to, or the place that the action will occur in. All conditions must be met for their associated actions to execute. Actions are associated with a set of conditions by simply adding them after that set of conditions. (Obviously, you may want to space out each pair of action/condition sets in the TBL to make it easier to read.)&lt;br /&gt;
&lt;br /&gt;
The flexibility of conditional scripting comes in due to its inherent scalability. If you specify a mission and ship condition with a warpin action, that script will only be executed when the ship warps in on that particular mission. Removing the mission field will make that warpin scripting apply to the ship for all missions; or removing the ship field will make the warpin scripting apply to all ships in that mission.&lt;br /&gt;
&lt;br /&gt;
This prompts the question: if this is all conditional scripting does, why not just use the global hook? &lt;br /&gt;
#Organization - conditional scripting is generally easier to read and modify because it is grouped in a standardized manner.&lt;br /&gt;
#Speed - All conditions can be evaluated by FS2_Open itself, without invoking the Lua interpreter at all.&lt;br /&gt;
#Scalability - As of the time of this writing, you can only have one global hook. Modular tables will simply replace it. With conditional scripting, if you want to specify additional actions for a set of conditions in a modular table file, you may do so.&lt;br /&gt;
&lt;br /&gt;
===Format===&lt;br /&gt;
;&#039;&#039;&#039;$Condition:&#039;&#039;&#039;: Where &amp;quot;$Condition:&amp;quot; is one of several conditions specified in scripting.html, such as $State: or $Ship:. Takes a value representing the object the condition should be checked against (such as a state, ship, or mission name)&lt;br /&gt;
;&#039;&#039;&#039;$Condition:&#039;&#039;&#039;: ...&lt;br /&gt;
;&#039;&#039;&#039;...&#039;&#039;&#039;:&lt;br /&gt;
;&#039;&#039;&#039;$Action:&#039;&#039;&#039;: Where &amp;quot;$Action:&amp;quot; is one of several actions specified in scripting.html, such as $On Frame or $On Warp In. Takes a scripting hook, using the bracket configuration outlined at the top of this article.&lt;br /&gt;
;&#039;&#039;&#039;$Condition:&#039;&#039;&#039;: ...&lt;br /&gt;
;&#039;&#039;&#039;...&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A brief description of all Conditions and Actions at the time of this writing:&lt;br /&gt;
&lt;br /&gt;
===Conditions===&lt;br /&gt;
;State: Controls execution based on what state FS2_Open is in, such as the main hall, options screen, or in a mission. The full list of states can be found here: &#039;&#039;[[List of Game States]]&#039;&#039;&lt;br /&gt;
;Campaign: Controls execution based on the current campaign&#039;s filename. (It is under consideration to change this to the campaign&#039;s name, instead).&lt;br /&gt;
;Mission: Controls execution based on the filename of the last mission to have started. This condition will remain true even after the mission has been exited until another mission is started.&lt;br /&gt;
;Object Type: Defines a specific object type that the action will apply for, such as a &amp;quot;Ship&amp;quot;, &amp;quot;Asteroid&amp;quot;, or &amp;quot;Jump Node&amp;quot;.&lt;br /&gt;
;Ship: Defines a specific ship (name) that the action will apply for.&lt;br /&gt;
;Ship class: Defines a specific ship class (name) that the action will apply for.&lt;br /&gt;
;Ship type: Defines a specific ship type (name) that the action will apply for.&lt;br /&gt;
;Weapon class: Defines a specific weapon class (name) that the action will apply for.&lt;br /&gt;
;KeyPress: Experimental.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
;On Game Init: Executes immediately after game has been started.&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
;On Splash Screen: Executes when initial game splash screen is shown&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
;On State Start: Executed when specified game state starts&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
;On Frame: Executes immediately after the global scripting hook, which is right before the frame is drawn.&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
;On Key Pressed: Executed when specified key is pressed&lt;br /&gt;
::* &#039;&#039;&#039;Key&#039;&#039;&#039;, The pressed key&lt;br /&gt;
;On Key Released: Executed when specified key is released&lt;br /&gt;
::* &#039;&#039;&#039;Key&#039;&#039;&#039;, The released key&lt;br /&gt;
;On Mouse Moved: Executed when mouse is moved&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
;On Mouse Pressed: Executed when mouse button is pressed&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
;On Mouse Released: Executed when mouse button is released&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
;On State End: Executed when specified game state ends&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
;On Mission Start: Executed when mission starts&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
{{Table3615|&lt;br /&gt;
;On Gameplay Start: Executed when the gameplay part of a mission starts&lt;br /&gt;
::* No associated hook variables.}}&lt;br /&gt;
;On HUD Draw: Executed after the HUD has been drawn. Note that if the HUD is turned off, this hook will be disabled as well, until the HUD is turned back on&lt;br /&gt;
::* &#039;&#039;&#039;Self&#039;&#039;&#039;, the viewer (object)&lt;br /&gt;
;On Ship Collision: Executes when the specified object collides with a ship. Sets a handle in the HookVariables library with the name of the object type (&amp;quot;Weapon&amp;quot;, &amp;quot;Debris&amp;quot;, and so on) with the type of the object. If both objects are ships, the other object gains the name &amp;quot;ShipB&amp;quot;. (If both ship objects define a collision hook, the variables will be swapped for the other ship, so the ship that the script is executing for will always be called &amp;quot;Script&amp;quot;.) The override will disable FS2_Open code, as well as the other object&#039;s collision code. If both objects have an override set, only one of the objects&#039; hooks will be used (Chosen arbitrarily). Note that the override receives the same variables.&lt;br /&gt;
::* When colliding something other than other ship:&lt;br /&gt;
::** &#039;&#039;&#039;Ship&#039;&#039;&#039;, the ship (object)&lt;br /&gt;
::** &#039;&#039;&#039;Debris&#039;&#039;&#039;, &#039;&#039;&#039;Asteroid&#039;&#039;&#039;, &#039;&#039;&#039;Weapon&#039;&#039;&#039;, depending what it collided with (object)&lt;br /&gt;
::** &#039;&#039;&#039;Self&#039;&#039;&#039;, the object referred by the condition (object)&lt;br /&gt;
::** &#039;&#039;&#039;Object&#039;&#039;&#039;, the ship (object)&lt;br /&gt;
::* When colliding with other ship:&lt;br /&gt;
::** &#039;&#039;&#039;Ship&#039;&#039;&#039;, the ship (object) referred by the condition (object)&lt;br /&gt;
::** &#039;&#039;&#039;ShipB&#039;&#039;&#039;, the other ship (object)&lt;br /&gt;
::** &#039;&#039;&#039;Self&#039;&#039;&#039;, the ship (object) referred by the condition (object)&lt;br /&gt;
::** &#039;&#039;&#039;Object&#039;&#039;&#039;, the other ship (object)&lt;br /&gt;
;On Weapon Collision: Like the ship collision hook, but for weapons.&lt;br /&gt;
::* When colliding something other than other weapon:&lt;br /&gt;
::** &#039;&#039;&#039;Weapon&#039;&#039;&#039;, the weapon (object)&lt;br /&gt;
::** &#039;&#039;&#039;Debris&#039;&#039;&#039;, &#039;&#039;&#039;Asteroid&#039;&#039;&#039;, &#039;&#039;&#039;Ship&#039;&#039;&#039;, depending what it collided with (object)&lt;br /&gt;
::** &#039;&#039;&#039;Self&#039;&#039;&#039;, the object the weapon collided with (object)&lt;br /&gt;
::** &#039;&#039;&#039;Object&#039;&#039;&#039;, the weapon (object)&lt;br /&gt;
::* When colliding with other weapon:&lt;br /&gt;
::** &#039;&#039;&#039;Weapon&#039;&#039;&#039;, the weapon (object) referred by the condition&lt;br /&gt;
::** &#039;&#039;&#039;WeaponB&#039;&#039;&#039;, the other weapon (object)&lt;br /&gt;
::** &#039;&#039;&#039;Self&#039;&#039;&#039;, the weapon (object) referred by the condition&lt;br /&gt;
::** &#039;&#039;&#039;Object&#039;&#039;&#039;, the other weapon (object)&lt;br /&gt;
;On Debris Collision: Like the ship collision hook, except for debris.&lt;br /&gt;
::* &#039;&#039;&#039;Debris&#039;&#039;&#039;, the debris (object)&lt;br /&gt;
::* &#039;&#039;&#039;Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Ship&#039;&#039;&#039;, depending what it collided with (object)&lt;br /&gt;
::* &#039;&#039;&#039;Self&#039;&#039;&#039;, the object the debris collided with (object)&lt;br /&gt;
::* &#039;&#039;&#039;Object&#039;&#039;&#039;, the debris (object)&lt;br /&gt;
;On Asteroid Collision: Like the ship collision hook, only for asteroids.&lt;br /&gt;
::* &#039;&#039;&#039;Asteroid&#039;&#039;&#039;, the asteroid (object)&lt;br /&gt;
::* &#039;&#039;&#039;Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Ship&#039;&#039;&#039;, depending what it collided with (object)&lt;br /&gt;
::* &#039;&#039;&#039;Self&#039;&#039;&#039;, the object the asteroid collided with (object)&lt;br /&gt;
::* &#039;&#039;&#039;Object&#039;&#039;&#039;, the asteroid (object)&lt;br /&gt;
;On Object Render: Executes when the specified object is rendered. The override is run before the object is rendered, and both the hook and its override receive an &amp;quot;Object&amp;quot; variable of the object to be rendered.&lt;br /&gt;
::* &#039;&#039;&#039;Self&#039;&#039;&#039;, the object rendered (object)&lt;br /&gt;
;On Warp In:Run when a ship has begun warping in, immediately after everything has been set up for per-frame processing. This hook is only executed once, when the ship begins warping in. An override will disable _all_ behavior related to warpin. Both the hook and an override receive an &amp;quot;Object&amp;quot; handle in the HookVariables library, with the type of the object that is warping in.&lt;br /&gt;
::* &#039;&#039;&#039;Self&#039;&#039;&#039;, the object warping in (object)&lt;br /&gt;
;On Warp Out: Same as warping in, except for warping out.&lt;br /&gt;
::* &#039;&#039;&#039;Self&#039;&#039;&#039;, the object warping out (object)&lt;br /&gt;
;On Death: On Death: Currently only valid for ships. Receives &amp;quot;Self&amp;quot; and &amp;quot;Killer&amp;quot; variables of the object and killer, respectively. Overriding it will override all default death behavior.&lt;br /&gt;
::* For asteroids:&lt;br /&gt;
::** &#039;&#039;&#039;Self&#039;&#039;&#039;, the asteroid (object)&lt;br /&gt;
::* For ships:&lt;br /&gt;
::** &#039;&#039;&#039;Self&#039;&#039;&#039;, the ship (object)&lt;br /&gt;
::** &#039;&#039;&#039;Killer&#039;&#039;&#039;, the other object (object) - NOTE, not guaranteed to exists&lt;br /&gt;
;On Mission End: Run on mission end.&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
{{Table3613|&lt;br /&gt;
;On Weapon Equipped: Runs once each frame, for every ship that has the weapon defined in the $Weapon class condition equipped.&lt;br /&gt;
::* &#039;&#039;&#039;User&#039;&#039;&#039;, the ship carrying the weapon&lt;br /&gt;
::* &#039;&#039;&#039;Target&#039;&#039;&#039;, the ships&#039; current target&lt;br /&gt;
;On Weapon Fired: Runs once when a ship fires a weapon defined in the $Weapon class condition&lt;br /&gt;
::* &#039;&#039;&#039;User&#039;&#039;&#039;, the ship carrying the weapon&lt;br /&gt;
::* &#039;&#039;&#039;Target&#039;&#039;&#039;, the ships&#039; current target&lt;br /&gt;
;On Weapon Selected: Runs once when a bank with a weapon defined in the $Weapon class condition is selected&lt;br /&gt;
::* &#039;&#039;&#039;User&#039;&#039;&#039;, the ship carrying the weapon&lt;br /&gt;
::* &#039;&#039;&#039;Target&#039;&#039;&#039;, the ships&#039; current target&lt;br /&gt;
;On Weapon Deselected: Runs once when a bank with a weapon defined in the $Weapon class condition is deselected&lt;br /&gt;
::* &#039;&#039;&#039;User&#039;&#039;&#039;, the ship carrying the weapon&lt;br /&gt;
::* &#039;&#039;&#039;Target&#039;&#039;&#039;, the ships&#039; current target&lt;br /&gt;
}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
;On Turret Fired: Executed when a turret fires&lt;br /&gt;
::* &#039;&#039;&#039;Ship&#039;&#039;&#039;, the parent ship&lt;br /&gt;
::* &#039;&#039;&#039;Weapon&#039;&#039;&#039;, the weapon which was fired&lt;br /&gt;
::* &#039;&#039;&#039;Target&#039;&#039;&#039;, the intended target}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Other hook variables:&lt;br /&gt;
::* &#039;&#039;&#039;Viewer&#039;&#039;&#039;, active if (non-player) viewing object is valid&lt;br /&gt;
::* &#039;&#039;&#039;Player&#039;&#039;&#039;, active if player obj is valid &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
See [[:Category:Scripting Examples|Scripting Examples category]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=37510</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=37510"/>
		<updated>2012-01-05T20:40:52Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented new targetbox features&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|????}}&lt;br /&gt;
&lt;br /&gt;
hud_gauges.tbl is used for modifying the elements of the HUD. It is as of now currently unfinished. Not all gauges can be modified. However, it can still be used to add custom gauges equivalent to something like the wingman status display.&lt;br /&gt;
&lt;br /&gt;
NOTE: The following information is only applicable for builds based on Antipodes 7.&lt;br /&gt;
&lt;br /&gt;
==Gauge system overview==&lt;br /&gt;
&lt;br /&gt;
*HUD Elements in FS2 are called Gauges. Each gauge has various options to customize appearance and, in some cases, gauge behaviour.&lt;br /&gt;
&lt;br /&gt;
==Table Contents==&lt;br /&gt;
&lt;br /&gt;
===$Load Retail Configuration:===&lt;br /&gt;
*If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Font:===&lt;br /&gt;
*Which font to use for the HUD.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;, font index as defined in fonts.tbl&lt;br /&gt;
&lt;br /&gt;
===$Max Directives:===&lt;br /&gt;
*Maximum number of directives displayed simultaneously.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;, default is 5.&lt;br /&gt;
&lt;br /&gt;
===$Max Escort Ships:===&lt;br /&gt;
*Sets the number of escort ships shown in the list. Entries more than 16 will cause the list to overflow into the weapons list under a resolution of 1024x768.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Length Unit Multiplier:===&lt;br /&gt;
*Defines the multiplier used for scaling the distances reported to the player in the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Speed Unit Multiplier:===&lt;br /&gt;
*Analogous to the above, this multiplier is applied to all speeds reported to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, if nothing else is defined, this is set to the same value as the length unit multiplier above&lt;br /&gt;
&lt;br /&gt;
===$Wireframe Targetbox:===&lt;br /&gt;
*Defines the default draw method for the targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Options:&lt;br /&gt;
::* &#039;&#039;&#039;0&#039;&#039;&#039; - Standard with full bright lighting&lt;br /&gt;
::* &#039;&#039;&#039;1&#039;&#039;&#039; - Wireframe&lt;br /&gt;
::* &#039;&#039;&#039;2&#039;&#039;&#039; - Standard with proper lighting&lt;br /&gt;
{{Table3615|&lt;br /&gt;
::* &#039;&#039;&#039;3&#039;&#039;&#039; - Untextured with full bright lighting (i.e. drawn with a single flat color)}}&lt;br /&gt;
&lt;br /&gt;
===$Targetbox Shader Effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*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]], but that a table entry for the effect is not needed.}}&lt;br /&gt;
&lt;br /&gt;
===$Lock Wireframe Mode:===&lt;br /&gt;
*If set, prevents targetbox draw method from being changed during the gaming session. This can be used by modders to define an unchangable look for their mod.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Reticle Style:===&lt;br /&gt;
*Selection for display type of the Reticle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
**Options: &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;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
*Optional. If set, the following config data will only be used if the player ship is of the supplied ship class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the ship class name&lt;br /&gt;
&lt;br /&gt;
====$Load Retail Configuration:====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Font:====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Base:===&lt;br /&gt;
*Base resolution for this config.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Required Aspect:===&lt;br /&gt;
*Optional. If set, this configuration will only be loaded for widescreen or square resolutions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, either &amp;quot;Full Screen&amp;quot; or &amp;quot;Wide Screen&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===$Min:===&lt;br /&gt;
*Minimum resolution for this config.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Max:===&lt;br /&gt;
*Maximum resolution for this config.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Gauges:===&lt;br /&gt;
&lt;br /&gt;
====+Custom:====&lt;br /&gt;
&lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Name:=====&lt;br /&gt;
*Name of this custom gauge.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, max length 32 characters&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;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, max length 32 characters&lt;br /&gt;
&lt;br /&gt;
=====X Offset:=====&lt;br /&gt;
*Text will be displayed with an offset of x pixels from the gauge origin.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Y Offset:=====&lt;br /&gt;
*Text will be displayed with an offset of y pixels from the gauge origin.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Gauge Type:=====&lt;br /&gt;
*Each custom gauge must have a type. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the possible [[gauge types]].&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Color:=====&lt;br /&gt;
*Optional. Defines the colour to use for this gauge.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer Integer Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Active by default:=====&lt;br /&gt;
*Optional. Whether this gauge is always active, or only available after being activated via sexp.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====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;
====+Messages:==== &lt;br /&gt;
&lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Max Lines:=====&lt;br /&gt;
*Optional. Maximum number of message lines that are displayed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;, default is 3&lt;br /&gt;
&lt;br /&gt;
=====Max Width:=====&lt;br /&gt;
*Optional. How many pixels the message lines may be long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Line Height:=====&lt;br /&gt;
*Optional. Vertical separation between message lines in pixels.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Total Lifetime:=====&lt;br /&gt;
*Optional. Message lifetime in milliseconds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Scroll Time:=====&lt;br /&gt;
*Optional. Time to scroll one line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Step Size:=====&lt;br /&gt;
*Optional.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Training Messages:==== &lt;br /&gt;
&lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Support:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====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;
=====Header Offsets:=====&lt;br /&gt;
=====Text Y-offset:=====&lt;br /&gt;
=====Dock Status X-offset:=====&lt;br /&gt;
=====Dock Time X-offset:=====&lt;br /&gt;
&lt;br /&gt;
====+Damage:==== &lt;br /&gt;
&lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Top Background Filename:=====&lt;br /&gt;
=====Entry Background Filename:=====&lt;br /&gt;
=====Bottom Background Filename:=====&lt;br /&gt;
=====Header Offsets:=====&lt;br /&gt;
=====Hull Integrity Offsets:=====&lt;br /&gt;
=====Hull Integrity Value X-offset:=====&lt;br /&gt;
=====Top Background Height:=====&lt;br /&gt;
=====Subsystem Entry Height:=====&lt;br /&gt;
=====Subsystem List Start Offsets:=====&lt;br /&gt;
=====Subsystem Entry Value X-offset:=====&lt;br /&gt;
&lt;br /&gt;
====+Wingman Status:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Left Background Filename:=====&lt;br /&gt;
=====Entry Background Filename:=====&lt;br /&gt;
=====Right Background Filename:=====&lt;br /&gt;
=====Dot Filename:=====&lt;br /&gt;
=====Header Offsets:=====&lt;br /&gt;
=====Left Background Width:=====&lt;br /&gt;
=====Entry Width:=====&lt;br /&gt;
=====Single Wing Offsets:=====&lt;br /&gt;
=====Multiple Wing Start Offsets:=====&lt;br /&gt;
=====Wing Name Offsets:=====&lt;br /&gt;
=====Dot Offsets:=====&lt;br /&gt;
=====Expansion Mode:=====&lt;br /&gt;
&lt;br /&gt;
====+Auto Speed:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Filename:=====&lt;br /&gt;
=====Auto Offsets:=====&lt;br /&gt;
=====Speed Offsets:=====&lt;br /&gt;
&lt;br /&gt;
====+Auto Target:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Auto Offsets:=====&lt;br /&gt;
=====Target Offsets:=====&lt;br /&gt;
&lt;br /&gt;
====+Countermeasures:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Text Offsets:=====&lt;br /&gt;
=====Value Offsets:=====&lt;br /&gt;
&lt;br /&gt;
====+Talking Head:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Filename:=====&lt;br /&gt;
=====Header Offsets:=====&lt;br /&gt;
=====Animation Offsets:=====&lt;br /&gt;
=====Animation Background Size:=====&lt;br /&gt;
&lt;br /&gt;
====+Directives:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Top Background Filename:=====&lt;br /&gt;
=====Entry Background Filename:=====&lt;br /&gt;
=====Bottom Background Filename:=====&lt;br /&gt;
=====Header Offsets:=====&lt;br /&gt;
=====Top Background Height:=====&lt;br /&gt;
=====List Start Offsets:=====&lt;br /&gt;
=====Entry Height:=====&lt;br /&gt;
&lt;br /&gt;
====+Weapons:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Top Background Filename:=====&lt;br /&gt;
=====Entry Background Filename:=====&lt;br /&gt;
=====Bottom Background Filename:=====&lt;br /&gt;
=====Header Offsets:=====&lt;br /&gt;
=====List Start Offsets:=====&lt;br /&gt;
=====Top Background Height:=====&lt;br /&gt;
=====Entry Height:=====&lt;br /&gt;
=====Command X-offset:=====&lt;br /&gt;
=====Page Up Offsets:=====&lt;br /&gt;
=====Page Down Offsets:=====&lt;br /&gt;
&lt;br /&gt;
====+Lag:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====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;
====+Mini Target Shields:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====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;
=====3 Digit Hull Offsets:=====&lt;br /&gt;
=====2 Digit Hull Offsets:=====&lt;br /&gt;
=====1 Digit Hull Offsets:=====&lt;br /&gt;
&lt;br /&gt;
====+Player Shields:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Target Shields:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Escort View:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Top Background Filename:=====&lt;br /&gt;
=====Entry Background Filename:=====&lt;br /&gt;
=====Bottom Background Filename:=====&lt;br /&gt;
=====Entry Height:=====&lt;br /&gt;
=====Entry Stagger Width:=====&lt;br /&gt;
=====Header Text:=====&lt;br /&gt;
=====Header Offsets:=====&lt;br /&gt;
=====List Start Offsets:=====&lt;br /&gt;
=====Hull X-offset:=====&lt;br /&gt;
=====Name X-offset:=====&lt;br /&gt;
=====Status X-offset:=====&lt;br /&gt;
&lt;br /&gt;
====+Mission Time:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====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;
=====Text Offsets:=====&lt;br /&gt;
=====Value Offsets:=====&lt;br /&gt;
&lt;br /&gt;
====+ETS Weapons:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====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;
=====Foreground Clip Height:=====&lt;br /&gt;
=====Letter Offsets:=====&lt;br /&gt;
=====Top Offsets:=====&lt;br /&gt;
=====Bottom Offsets:=====&lt;br /&gt;
&lt;br /&gt;
====+ETS Engines:==== &lt;br /&gt;
&lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====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;
=====Foreground Clip Height:=====&lt;br /&gt;
=====Letter Offsets:=====&lt;br /&gt;
=====Top Offsets:=====&lt;br /&gt;
=====Bottom Offsets:=====&lt;br /&gt;
&lt;br /&gt;
====+ETS Shields:==== &lt;br /&gt;
&lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====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;
=====Foreground Clip Height:=====&lt;br /&gt;
=====Letter Offsets:=====&lt;br /&gt;
=====Top Offsets:=====&lt;br /&gt;
=====Bottom Offsets:=====&lt;br /&gt;
&lt;br /&gt;
====+Target Monitor:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Monitor Filename:=====&lt;br /&gt;
=====Integrity Bar Filename:=====&lt;br /&gt;
=====Viewport Offsets:=====&lt;br /&gt;
=====Viewport Size:=====&lt;br /&gt;
=====Integrity Bar Offsets:=====&lt;br /&gt;
=====Integrity Bar Foreground Clip Height:=====&lt;br /&gt;
=====Status Offsets:=====&lt;br /&gt;
=====Name Offsets:=====&lt;br /&gt;
=====Class Offsets:=====&lt;br /&gt;
=====Distance Offsets:=====&lt;br /&gt;
=====Speed Offsets:=====&lt;br /&gt;
=====Hull Offsets:=====&lt;br /&gt;
=====Cargo Contents Offsets:=====&lt;br /&gt;
=====Cargo Scan Start Offsets:=====&lt;br /&gt;
=====Cargo Scan Size:=====&lt;br /&gt;
&lt;br /&gt;
====+Extra Target Data:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====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;
=====Bracket Offsets:=====&lt;br /&gt;
=====Dock Offsets:=====&lt;br /&gt;
=====Order Offsets:=====&lt;br /&gt;
=====Time Offsets:=====&lt;br /&gt;
&lt;br /&gt;
====+Radar:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====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;
=====Infinity Distance Offsets:=====&lt;br /&gt;
=====Long Distance Offsets:=====&lt;br /&gt;
=====Short Distance Offsets:=====&lt;br /&gt;
&lt;br /&gt;
====+Radar Orb:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====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;
=====Infinity Distance Offsets:=====&lt;br /&gt;
=====Long Distance Offsets:=====&lt;br /&gt;
=====Short Distance Offsets:=====&lt;br /&gt;
&lt;br /&gt;
====+Radar BSG:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Size:=====&lt;br /&gt;
=====XY Disc Filename:=====&lt;br /&gt;
=====XZ YZ Disc Filename:=====&lt;br /&gt;
=====Sweep Disc Filename:=====&lt;br /&gt;
=====Default Contact Filename:=====&lt;br /&gt;
=====Unknown Contact Filename:=====&lt;br /&gt;
=====Cockpit Target:=====&lt;br /&gt;
======Canvas Size:======&lt;br /&gt;
======Display Offset:======&lt;br /&gt;
======Display Size:======&lt;br /&gt;
&lt;br /&gt;
====+Afterburner Energy:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====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;
=====Foreground Clip Height:=====&lt;br /&gt;
&lt;br /&gt;
====+Weapon Energy:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====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;
=====Foreground Clip Height:=====&lt;br /&gt;
=====Text Offsets:=====&lt;br /&gt;
&lt;br /&gt;
====+Text Warnings:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Center Reticle:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====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;
=====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;
=====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;
=====Firepoint X coordinate multiplier:=====&lt;br /&gt;
=====Firepoint Y coordinate multiplier:=====&lt;br /&gt;
&lt;br /&gt;
====+Throttle:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====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;
=====Foreground Clip Bottom Y-offset:=====&lt;br /&gt;
=====Foreground Clip Width:=====&lt;br /&gt;
=====Foreground Clip Height:=====&lt;br /&gt;
=====Afterburner Clip Height:=====&lt;br /&gt;
=====Show Background:=====&lt;br /&gt;
=====Max Speed Label Offsets:=====&lt;br /&gt;
=====Min Speed Label Offsets:=====&lt;br /&gt;
=====Orbit Center Offsets:=====&lt;br /&gt;
=====Orbit Radius:=====&lt;br /&gt;
&lt;br /&gt;
====+Threat Indicator:==== &lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&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;
=====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;
=====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;
=====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;
=====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;
====+Multiplayer Messages:====&lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Voice Status:====&lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Ping:====&lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Supernova:====&lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Lock Indicator:====&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Lock Filename:=====&lt;br /&gt;
=====Locked Filename:=====&lt;br /&gt;
=====Lock Center Offsets:=====&lt;br /&gt;
=====Locked Center Offsets:=====&lt;br /&gt;
&lt;br /&gt;
====+Offscreen Indicator:====&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====+Target Brackets:====&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Dot Filename:=====&lt;br /&gt;
&lt;br /&gt;
====+Hostile Triangle:====&lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Radius:=====&lt;br /&gt;
=====Triangle Base:=====&lt;br /&gt;
=====Triangle Height:=====&lt;br /&gt;
&lt;br /&gt;
====+Target Triangle:====&lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Radius:=====&lt;br /&gt;
=====Triangle Base:=====&lt;br /&gt;
=====Triangle Height:=====&lt;br /&gt;
&lt;br /&gt;
====+Missile Triangles:====&lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Radius:=====&lt;br /&gt;
=====Triangle Base:=====&lt;br /&gt;
=====Triangle Height:=====&lt;br /&gt;
&lt;br /&gt;
====+Lead Indicator:====&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====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;
=====Center Offsets:=====&lt;br /&gt;
&lt;br /&gt;
====+Orientation Tee:====&lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Radius:=====&lt;br /&gt;
&lt;br /&gt;
====+Lead Sight:====&lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====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;
====+Kills:====&lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====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;
=====Text Offsets:=====&lt;br /&gt;
=====Value Offsets:=====&lt;br /&gt;
&lt;br /&gt;
====+Weapon Linking:====&lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Slew:=====&lt;br /&gt;
*Optional. Whether this gauge is affected by afterburner shaking or similar effects.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Arc Filename:=====&lt;br /&gt;
=====Single Primary Filename:=====&lt;br /&gt;
=====Double Primary Filename:=====&lt;br /&gt;
=====Single Secondary Filename:=====&lt;br /&gt;
=====Double Secondary Filename:=====&lt;br /&gt;
=====Triple Secondary Filename:=====&lt;br /&gt;
=====Single Primary Offsets:=====&lt;br /&gt;
=====Double Primary Offsets:=====&lt;br /&gt;
=====Single Secondary Offsets:=====&lt;br /&gt;
=====Double Secondary Offsets:=====&lt;br /&gt;
=====Triple Secondary Offsets:=====&lt;br /&gt;
&lt;br /&gt;
====+Fixed Messages:====&lt;br /&gt;
=====Position:=====&lt;br /&gt;
*Screen coordinates for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Font:=====&lt;br /&gt;
*As per the global option above.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Scripting.tbl&amp;diff=37328</id>
		<title>Scripting.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Scripting.tbl&amp;diff=37328"/>
		<updated>2011-11-29T22:00:25Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented the new $On Gameplay Start hook&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;This feature requires SCP&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The scripting table is used for scripting special features like alternate HUDs or ship viewer into the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Usefull references:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[FS2 Open Lua Scripting]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Scripting API]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;!---*&#039;&#039;&#039;[http://fs2source.warpcore.org/temp/scripting.html Scripting.html]&#039;&#039;&#039; - Link OOA ---&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Command-Line_Reference#-output_scripting|Command-Line Reference for creating scripting.html]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://lua-users.org/wiki/ Lua-Users Wiki]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://www.lua.org/manual/5.0/ Reference manual for Lua 5.0]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==General Info==&lt;br /&gt;
*Scripting table consist of several sections&lt;br /&gt;
*All sections and most of the entries are optional&lt;br /&gt;
*All sections end with #&#039;&#039;&#039;End&#039;&#039;&#039;&lt;br /&gt;
*No scripting hooks are not executed on a separate thread, at least as of this writing. They are executed at given points in the code, and all other execution will not take place until a scripting hook has finished. This means that, in theory, a large and complicated enough script will cause noticeable lag or slowdown when executed.&lt;br /&gt;
*Information in this document applies only to the HEAD branch. Scripting in 3.6.9, or in any builds based on 3.6.9, is considered unsupported.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
===Frames===&lt;br /&gt;
One of the most important things to understand when reading this guide is the concept of &amp;quot;frames&amp;quot;. (Experienced modders can probably skip this part) In gameplay, motion is achieved by making incremental changes every fraction of a second. A ship will be moved slightly, and then drawn to the screen. This happens 30-120 times a second; anything lower, and the game will become choppy and difficult to play.&lt;br /&gt;
&lt;br /&gt;
There is also a difference in the moving of objects in-game, and the moving of objects onscreen. All ships are first &amp;quot;moved&amp;quot;, in memory. This probably consists of physics calculations, that change the ship&#039;s position based on if their engines are turned on, or if they run into another object. After this, the game then renders the now-moved ships to what is referred to as a &amp;quot;backbuffer&amp;quot; - a place in memory that takes the place of the computer screen. Once rendering has finished, the backbuffer is instantly drawn to the screen. This prevents objects from flickering as they are drawn. You do not have to worry about flipping the backbuffer in scripting; FS2_Open will take care of that for you.&lt;br /&gt;
&lt;br /&gt;
For scripting, &#039;&#039;&#039;it is important to understand that each block of code will therefore be executed several times a second, but only once per frame&#039;&#039;&#039;. However, the exact number of times per second will depend on how much work the computer has to do (And therefore how much time it takes) for each frame. To determine how much time you should consider to have passed, you must use the ba.getFrametime() function; which will return the approximate time the frame will take, in seconds. In addition, if you &amp;quot;move&amp;quot; a ship after it has already been rendered, the change will not become apparent until the next frame.&lt;br /&gt;
&lt;br /&gt;
This does mean that if you want to make a block of text move across the screen, at a rate of 5 pixels per second, all you have to do is multiply the speed by the frametime:&lt;br /&gt;
&amp;lt;pre&amp;gt;#Global Hooks&lt;br /&gt;
$Global: [&lt;br /&gt;
   --If the g_WheeXPosition variable does not exist,&lt;br /&gt;
   --it means we are on the first frame.&lt;br /&gt;
   --If that is the case, set it to zero.&lt;br /&gt;
   if not g_WheeXPosition then&lt;br /&gt;
      g_WheeXPosition = 0&lt;br /&gt;
   end&lt;br /&gt;
&lt;br /&gt;
   --Move the text&lt;br /&gt;
   g_WheeXPosition = g_WheeXPosition + (5 * ba.getFrametime())&lt;br /&gt;
&lt;br /&gt;
   --Draw &amp;quot;WHEE!!!&amp;quot;&lt;br /&gt;
   gr.drawString(&amp;quot;WHEE!!!&amp;quot;, g_WheeXPosition, 10)&lt;br /&gt;
]&lt;br /&gt;
#End&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Hooks===&lt;br /&gt;
Scripting &amp;quot;hooks&amp;quot; form the basis of the scripting system. A &amp;quot;hook&amp;quot; simply refers to a point in the code where code to execute scripting has been added. The hook may then be added to a table, or added to a SEXP. In general usage, &amp;quot;hook&amp;quot; refers to an entry in scripting.tbl.&lt;br /&gt;
&lt;br /&gt;
All hooks take the form of an identifer (such as $Global:), followed by brackets to determine what type of scripting is being executed. A lack of brackets also indicates a type of scripting execution. All current bracket configurations are listed below. Note that &amp;quot;$Hook:&amp;quot; is used merely as a placeholder, and should be replaced with the actual hook name ($Global:, $HUD:, $On Frame:, etc).&lt;br /&gt;
#&amp;lt;pre&amp;gt;$Hook: scripting&amp;lt;/pre&amp;gt;Specifies one line of LUA scripting. In addition, the return value of that line will be passed to the interpreter and used (if applicable). Specifying a variable or value on this line will result in it being returned, as well.&lt;br /&gt;
#&amp;lt;pre&amp;gt;$Hook: [scripting]&amp;lt;/pre&amp;gt;A single set of brackets specifies a block of LUA scripting. Does not return a value unless explicitly specified. (Explicit specification is not possible at this time; but may be implemented in the future if/when more future hooks take a return value.)&lt;br /&gt;
#&amp;lt;pre&amp;gt;$Hook: [[scriptfilename.lua]]&amp;lt;/pre&amp;gt;Double brackets specify a file. This file is read out of the data/scripts directory, and must include the file extension. You may specify a compiled lua file as a target as well; this may result in crossplatform issues for a mod, however.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====+Override====&lt;br /&gt;
Some hooks additionally take a +Override: field. This field uses the same bracket configurations as above. If a hook includes a +Override field, this hook always determines whether the default FS2_Open behavior that the hook is associated with will function, or will be disabled. This should be used in cases where scripting will replace the original FS2_Open behavior. For example:&lt;br /&gt;
&amp;lt;pre&amp;gt;$HUD: [&lt;br /&gt;
    gr.setColor(255, 255, 255, 255)&lt;br /&gt;
    gr.drawString(&amp;quot;HUD Disabled&amp;quot;, 50, 50)&lt;br /&gt;
 ]&lt;br /&gt;
    +Override: true&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, override hooks are (by convention) executed before FS2_Open behavior. The HUD hook override, for example, is executed before any part of the HUD is actually drawn.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Sections==&lt;br /&gt;
* #&#039;&#039;&#039;Global Hooks&#039;&#039;&#039;&lt;br /&gt;
* #&#039;&#039;&#039;State Hooks&#039;&#039;&#039; (3.6.9)&lt;br /&gt;
* #&#039;&#039;&#039;Conditional Hooks&#039;&#039;&#039; (HEAD)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==#Global Hooks==&lt;br /&gt;
&lt;br /&gt;
Global hooks are the simplest form of scripting hooks available. They are at preset locations in the code, and are generally executed every time that point is reached. Exceptions to this rule (such as the HUD hook) only depend on one or two variables to determine execution. All other scripting execution is determined by the modder.&lt;br /&gt;
Note that, as with other tables, the game expects these entries in precisely the order given here; if this is not followed, the parser will throw an error.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Format===&lt;br /&gt;
;&#039;&#039;&#039;$Global:&#039;&#039;&#039;: Script in this section is executed almost immediately before each frame is drawn. This means that any scripting elements will be drawn, or take effect, after everything else, except for the &amp;quot;On Frame&amp;quot; conditional hook. It is not used with the standalone server. In addition, note that use of this hook should generally be avoided, since all scripting will have to be processed every frame.&lt;br /&gt;
;&#039;&#039;&#039;$Splash:&#039;&#039;&#039;: This hook is executed once, when the splash images (PreLoad and PreLoadLogo) would be drawn. This hook should generally be used only for drawing the splash screen; any initialization could should be placed in GameInit. This hook is executed before virtually any other subsystem has been loaded, aside from the graphics and filesystem subsystems, so scripting elements such as the table and mission libraries will be nonfunctional.&lt;br /&gt;
*;&#039;&#039;&#039;+Override:&#039;&#039;&#039;: Executed just before default splash images are loaded and displayed. Note that the frame is still drawn regardless; it is not necessary to flip the backbuffer manually.&lt;br /&gt;
;&#039;&#039;&#039;$GameInit:&#039;&#039;&#039;: This hook is executed once, after all of the Freespace2 subsystems have been initialized. It is executed before the game switches to the main hall or, in the case of standalone server mode, begins the game.&lt;br /&gt;
;&#039;&#039;&#039;$Simulation:&#039;&#039;&#039;: This hook is executed only during missions. It is executed after all damage, movement, physics, SEXPs, and other &amp;quot;physical&amp;quot; in-game changes have been applied. It is executed before anything has been rendered. This hook should be used only for damage, movement, and physics related scripting, as if the game needs to be rendered without any in-game time having been passed, this function will not be called.&lt;br /&gt;
;&#039;&#039;&#039;$HUD:&#039;&#039;&#039;: The HUD hook is executed after the HUD has been drawn. Note that if the HUD is turned off, this hook will be disabled as well, until the HUD is turned back on.&lt;br /&gt;
*;&#039;&#039;&#039;+Override:&#039;&#039;&#039;: Executed immediately before anything on the HUD is drawn, and controls whether the default FS2_Open is drawn.&lt;br /&gt;
&lt;br /&gt;
==#State Hooks==&lt;br /&gt;
&lt;br /&gt;
In Freespace2, a &amp;quot;state&amp;quot; more or less refers to a room. It may also refer to a separate mode - playing a mission is the GS_STATE_GAME_PLAY state. The main menu is the GS_STATE_MAIN_MENU state. This section should only exist in 3.6.9. It is included here for the sake of documentation; it has since been removed and superseded by the conditional hook system.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Format===&lt;br /&gt;
;&#039;&#039;&#039;$State:&#039;&#039;&#039;: Specifies the state name. A full list of states is located here: &#039;&#039;[[List of Game States]]&#039;&#039;&lt;br /&gt;
*;&#039;&#039;&#039;$Hook:&#039;&#039;&#039;: Executed after all of the state code has been executed, but before the game frame is actually drawn.&lt;br /&gt;
**;&#039;&#039;&#039;+Override:&#039;&#039;&#039;: Determines whether the specified state is handled at all by Freespace. If true, then none of the loading or exit code for the state will be specified as well.&lt;br /&gt;
&lt;br /&gt;
==#Conditional Hooks==&lt;br /&gt;
Scripting hooks are only available in HEAD builds. They consist of any number of conditions, followed by any number of actions. All available conditions and actions are located in the file generated by -output_scripting.&lt;br /&gt;
&lt;br /&gt;
One way to think of conditional scripting is like this: The condition specifies the object that the action will apply to, or the place that the action will occur in. All conditions must be met for their associated actions to execute. Actions are associated with a set of conditions by simply adding them after that set of conditions. (Obviously, you may want to space out each pair of action/condition sets in the TBL to make it easier to read.)&lt;br /&gt;
&lt;br /&gt;
The flexibility of conditional scripting comes in due to its inherent scalability. If you specify a mission and ship condition with a warpin action, that script will only be executed when the ship warps in on that particular mission. Removing the mission field will make that warpin scripting apply to the ship for all missions; or removing the ship field will make the warpin scripting apply to all ships in that mission.&lt;br /&gt;
&lt;br /&gt;
This prompts the question: if this is all conditional scripting does, why not just use the global hook? &lt;br /&gt;
#Organization - conditional scripting is generally easier to read and modify because it is grouped in a standardized manner.&lt;br /&gt;
#Speed - All conditions can be evaluated by FS2_Open itself, without invoking the Lua interpreter at all.&lt;br /&gt;
#Scalability - As of the time of this writing, you can only have one global hook. Modular tables will simply replace it. With conditional scripting, if you want to specify additional actions for a set of conditions in a modular table file, you may do so.&lt;br /&gt;
&lt;br /&gt;
===Format===&lt;br /&gt;
;&#039;&#039;&#039;$Condition:&#039;&#039;&#039;: Where &amp;quot;$Condition:&amp;quot; is one of several conditions specified in scripting.html, such as $State: or $Ship:. Takes a value representing the object the condition should be checked against (such as a state, ship, or mission name)&lt;br /&gt;
;&#039;&#039;&#039;$Condition:&#039;&#039;&#039;: ...&lt;br /&gt;
;&#039;&#039;&#039;...&#039;&#039;&#039;:&lt;br /&gt;
;&#039;&#039;&#039;$Action:&#039;&#039;&#039;: Where &amp;quot;$Action:&amp;quot; is one of several actions specified in scripting.html, such as $On Frame or $On Warp In. Takes a scripting hook, using the bracket configuration outlined at the top of this article.&lt;br /&gt;
;&#039;&#039;&#039;$Condition:&#039;&#039;&#039;: ...&lt;br /&gt;
;&#039;&#039;&#039;...&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A brief description of all Conditions and Actions at the time of this writing:&lt;br /&gt;
&lt;br /&gt;
===Conditions===&lt;br /&gt;
;State: Controls execution based on what state FS2_Open is in, such as the main hall, options screen, or in a mission. The full list of states can be found here: &#039;&#039;[[List of Game States]]&#039;&#039;&lt;br /&gt;
;Campaign: Controls execution based on the current campaign&#039;s filename. (It is under consideration to change this to the campaign&#039;s name, instead).&lt;br /&gt;
;Mission: Controls execution based on the filename of the last mission to have started. This condition will remain true even after the mission has been exited until another mission is started.&lt;br /&gt;
;Object Type: Defines a specific object type that the action will apply for, such as a &amp;quot;Ship&amp;quot;, &amp;quot;Asteroid&amp;quot;, or &amp;quot;Jump Node&amp;quot;.&lt;br /&gt;
;Ship: Defines a specific ship (name) that the action will apply for.&lt;br /&gt;
;Ship class: Defines a specific ship class (name) that the action will apply for.&lt;br /&gt;
;Ship type: Defines a specific ship type (name) that the action will apply for.&lt;br /&gt;
;Weapon class: Defines a specific weapon class (name) that the action will apply for.&lt;br /&gt;
;KeyPress: Experimental.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
;On Game Init: Executes immediately after game has been started.&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
;On Splash Screen: Executes when initial game splash screen is shown&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
;On State Start: Executed when specified game state starts&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
;On Frame: Executes immediately after the global scripting hook, which is right before the frame is drawn.&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
;On Key Pressed: Executed when specified key is pressed&lt;br /&gt;
::* &#039;&#039;&#039;Key&#039;&#039;&#039;, The pressed key&lt;br /&gt;
;On Key Released: Executed when specified key is released&lt;br /&gt;
::* &#039;&#039;&#039;Key&#039;&#039;&#039;, The released key&lt;br /&gt;
;On Mouse Moved: Executed when mouse is moved&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
;On Mouse Pressed: Executed when mouse button is pressed&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
;On Mouse Released: Executed when mouse button is released&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
;On State End: Executed when specified game state ends&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
;On Mission Start: Executed when mission starts&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
{{Table3615|&lt;br /&gt;
;On Gameplay Start: Executed when the gameplay part of a mission starts&lt;br /&gt;
::* No associated hook variables.}}&lt;br /&gt;
;On HUD Draw: Executed after the HUD has been drawn. Note that if the HUD is turned off, this hook will be disabled as well, until the HUD is turned back on&lt;br /&gt;
::* &#039;&#039;&#039;Self&#039;&#039;&#039;, the viewer (object)&lt;br /&gt;
;On Ship Collision: Executes when the specified object collides with a ship. Sets a handle in the HookVariables library with the name of the object type (&amp;quot;Weapon&amp;quot;, &amp;quot;Debris&amp;quot;, and so on) with the type of the object. If both objects are ships, the other object gains the name &amp;quot;ShipB&amp;quot;. (If both ship objects define a collision hook, the variables will be swapped for the other ship, so the ship that the script is executing for will always be called &amp;quot;Script&amp;quot;.) The override will disable FS2_Open code, as well as the other object&#039;s collision code. If both objects have an override set, only one of the objects&#039; hooks will be used (Chosen arbitrarily). Note that the override receives the same variables.&lt;br /&gt;
::* When colliding something other than other ship:&lt;br /&gt;
::** &#039;&#039;&#039;Ship&#039;&#039;&#039;, the ship (object)&lt;br /&gt;
::** &#039;&#039;&#039;Debris&#039;&#039;&#039;, &#039;&#039;&#039;Asteroid&#039;&#039;&#039;, &#039;&#039;&#039;Weapon&#039;&#039;&#039;, depending what it collided with (object)&lt;br /&gt;
::** &#039;&#039;&#039;Self&#039;&#039;&#039;, the object referred by the condition (object)&lt;br /&gt;
::** &#039;&#039;&#039;Object&#039;&#039;&#039;, the ship (object)&lt;br /&gt;
::* When colliding with other ship:&lt;br /&gt;
::** &#039;&#039;&#039;Ship&#039;&#039;&#039;, the ship (object) referred by the condition (object)&lt;br /&gt;
::** &#039;&#039;&#039;ShipB&#039;&#039;&#039;, the other ship (object)&lt;br /&gt;
::** &#039;&#039;&#039;Self&#039;&#039;&#039;, the ship (object) referred by the condition (object)&lt;br /&gt;
::** &#039;&#039;&#039;Object&#039;&#039;&#039;, the other ship (object)&lt;br /&gt;
;On Weapon Collision: Like the ship collision hook, but for weapons.&lt;br /&gt;
::* When colliding something other than other weapon:&lt;br /&gt;
::** &#039;&#039;&#039;Weapon&#039;&#039;&#039;, the weapon (object)&lt;br /&gt;
::** &#039;&#039;&#039;Debris&#039;&#039;&#039;, &#039;&#039;&#039;Asteroid&#039;&#039;&#039;, &#039;&#039;&#039;Ship&#039;&#039;&#039;, depending what it collided with (object)&lt;br /&gt;
::** &#039;&#039;&#039;Self&#039;&#039;&#039;, the object the weapon collided with (object)&lt;br /&gt;
::** &#039;&#039;&#039;Object&#039;&#039;&#039;, the weapon (object)&lt;br /&gt;
::* When colliding with other weapon:&lt;br /&gt;
::** &#039;&#039;&#039;Weapon&#039;&#039;&#039;, the weapon (object) referred by the condition&lt;br /&gt;
::** &#039;&#039;&#039;WeaponB&#039;&#039;&#039;, the other weapon (object)&lt;br /&gt;
::** &#039;&#039;&#039;Self&#039;&#039;&#039;, the weapon (object) referred by the condition&lt;br /&gt;
::** &#039;&#039;&#039;Object&#039;&#039;&#039;, the other weapon (object)&lt;br /&gt;
;On Debris Collision: Like the ship collision hook, except for debris.&lt;br /&gt;
::* &#039;&#039;&#039;Debris&#039;&#039;&#039;, the debris (object)&lt;br /&gt;
::* &#039;&#039;&#039;Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Ship&#039;&#039;&#039;, depending what it collided with (object)&lt;br /&gt;
::* &#039;&#039;&#039;Self&#039;&#039;&#039;, the object the debris collided with (object)&lt;br /&gt;
::* &#039;&#039;&#039;Object&#039;&#039;&#039;, the debris (object)&lt;br /&gt;
;On Asteroid Collision: Like the ship collision hook, only for asteroids.&lt;br /&gt;
::* &#039;&#039;&#039;Asteroid&#039;&#039;&#039;, the asteroid (object)&lt;br /&gt;
::* &#039;&#039;&#039;Weapon&#039;&#039;&#039;, &#039;&#039;&#039;Ship&#039;&#039;&#039;, depending what it collided with (object)&lt;br /&gt;
::* &#039;&#039;&#039;Self&#039;&#039;&#039;, the object the asteroid collided with (object)&lt;br /&gt;
::* &#039;&#039;&#039;Object&#039;&#039;&#039;, the asteroid (object)&lt;br /&gt;
;On Object Render: Executes when the specified object is rendered. The override is run before the object is rendered, and both the hook and its override receive an &amp;quot;Object&amp;quot; variable of the object to be rendered.&lt;br /&gt;
::* &#039;&#039;&#039;Self&#039;&#039;&#039;, the object rendered (object)&lt;br /&gt;
;On Warp In:Run when a ship has begun warping in, immediately after everything has been set up for per-frame processing. This hook is only executed once, when the ship begins warping in. An override will disable _all_ behavior related to warpin. Both the hook and an override receive an &amp;quot;Object&amp;quot; handle in the HookVariables library, with the type of the object that is warping in.&lt;br /&gt;
::* &#039;&#039;&#039;Self&#039;&#039;&#039;, the object warping in (object)&lt;br /&gt;
;On Warp Out: Same as warping in, except for warping out.&lt;br /&gt;
::* &#039;&#039;&#039;Self&#039;&#039;&#039;, the object warping out (object)&lt;br /&gt;
;On Death: On Death: Currently only valid for ships. Receives &amp;quot;Self&amp;quot; and &amp;quot;Killer&amp;quot; variables of the object and killer, respectively. Overriding it will override all default death behavior.&lt;br /&gt;
::* For asteroids:&lt;br /&gt;
::** &#039;&#039;&#039;Self&#039;&#039;&#039;, the asteroid (object)&lt;br /&gt;
::* For ships:&lt;br /&gt;
::** &#039;&#039;&#039;Self&#039;&#039;&#039;, the ship (object)&lt;br /&gt;
::** &#039;&#039;&#039;Killer&#039;&#039;&#039;, the other object (object) - NOTE, not guaranteed to exists&lt;br /&gt;
;On Mission End: Run on mission end.&lt;br /&gt;
::* No associated hook variables.&lt;br /&gt;
{{Table3613|&lt;br /&gt;
;On Weapon Equipped: Runs once each frame, for every ship that has the weapon defined in the $Weapon class condition equipped.&lt;br /&gt;
::* &#039;&#039;&#039;User&#039;&#039;&#039;, the ship carrying the weapon&lt;br /&gt;
::* &#039;&#039;&#039;Target&#039;&#039;&#039;, the ships&#039; current target&lt;br /&gt;
;On Weapon Fired: Runs once when a ship fires a weapon defined in the $Weapon class condition&lt;br /&gt;
::* &#039;&#039;&#039;User&#039;&#039;&#039;, the ship carrying the weapon&lt;br /&gt;
::* &#039;&#039;&#039;Target&#039;&#039;&#039;, the ships&#039; current target&lt;br /&gt;
;On Weapon Selected: Runs once when a bank with a weapon defined in the $Weapon class condition is selected&lt;br /&gt;
::* &#039;&#039;&#039;User&#039;&#039;&#039;, the ship carrying the weapon&lt;br /&gt;
::* &#039;&#039;&#039;Target&#039;&#039;&#039;, the ships&#039; current target&lt;br /&gt;
;On Weapon Deselected: Runs once when a bank with a weapon defined in the $Weapon class condition is deselected&lt;br /&gt;
::* &#039;&#039;&#039;User&#039;&#039;&#039;, the ship carrying the weapon&lt;br /&gt;
::* &#039;&#039;&#039;Target&#039;&#039;&#039;, the ships&#039; current target&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Other hook variables:&lt;br /&gt;
::* &#039;&#039;&#039;Viewer&#039;&#039;&#039;, active if (non-player) viewing object is valid&lt;br /&gt;
::* &#039;&#039;&#039;Player&#039;&#039;&#039;, active if player obj is valid &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
See [[:Category:Scripting Examples|Scripting Examples category]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=37250</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=37250"/>
		<updated>2011-11-12T20:08:58Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented $Warpout Engage Time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fileversion|7923}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I&#039;ll leave these here - commented away - until we can be sure they are not needed&lt;br /&gt;
Links to archived versions:&lt;br /&gt;
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]&lt;br /&gt;
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will the lower density ship and not yours; the higher the numbers are, the harder they will hit and the farther they will be pushed. However, this doesn&#039;t apply to asteroids. When a high density fighter collides with an asteroid, the high-density fighter will receive damage, but it will also destroy the asteroid. Setting a density of 1000 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid. A low-density fighter will not have any effect on an asteroid, but if the fighter destroys the asteroid, the fighter will fly far away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Same for sliding as the $Forward accel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Same for sliding as the $Forward decel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s facing without changing its direction.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpin effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, defaults to 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as $Forward accel:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String, String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible to player to fly the ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Asteroid.tbl&amp;diff=37249</id>
		<title>Asteroid.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Asteroid.tbl&amp;diff=37249"/>
		<updated>2011-11-12T19:12:15Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented $Explosion Animations and $Explosion Radius Mult&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5211|5264}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Asteroid.tbl is used to define all asteroids and debris pieces in-game.&lt;br /&gt;
*&#039;&#039;&#039;#Asteroid Types&#039;&#039;&#039;&lt;br /&gt;
*Asteroid and debris data&lt;br /&gt;
*&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Impact Explosion:&#039;&#039;&#039;&lt;br /&gt;
**Defines the effect used when weapon strikes at asteroid&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Impact Explosion Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of the effect&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Asteroid and Debris Data==&lt;br /&gt;
*Used to define asteroid types and their physical characteristics&lt;br /&gt;
*First three entries are different sized asteroids, small medium and large respectively&lt;br /&gt;
*Next three are debris pieces for the 1st species in the [[species_defs.tbl]]&lt;br /&gt;
*And so on in series of three&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of asteroid or debris object&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF file1:===&lt;br /&gt;
*Defines the name of the model file (.pof) used for asteroid or debris model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String.pof&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF file2:===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Note: This does not work for debris chunks. The game will always only use POF file1.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Defines the name of the alternate asteroid or debris model of the set size&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String.pof&#039;&#039;&#039; or &#039;&#039;&#039;none&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF file3:===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Note: This does not work for debris chunks. The game will always only use POF file1.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Defines the name of the alternate asteroid model&lt;br /&gt;
*If the object in question is has &#039;&#039;&#039;$POF file2:&#039;&#039;&#039; set as &#039;&#039;none&#039;&#039; then this entry is not needed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String.pof&#039;&#039;&#039; or &#039;&#039;&#039;none&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail distance:===&lt;br /&gt;
*Definies the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer list&#039;&#039;&#039; ), comma separated &#039;&#039;&#039;integers&#039;&#039;&#039;, one for each LOD&lt;br /&gt;
**Example: (0, 30, 80, 150)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Speed:===&lt;br /&gt;
*Defines the maximum velocity of the asteroid&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the damage type of the asteroid explosion. &#039;&#039;&#039;REQUIRES ADDITIONAL TABLE FILE&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of the damage type as referenced in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the explosion animations used for the asteroid.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, indices to fireballs defined in fireball.tbl}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Radius Mult:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the radius multiplier for the explosion fireballs, with a value of 1.0 causing the radius of the fireball to be equal to the radius of the asteroid. Defaults to 1.5 for large asteroids and 1.0 for others.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl inner rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl outer rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*Defines the hitpoints of the asteroid or debris piece. Hitpoints are modified downward by skill level.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, hitpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Split:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines what kind of asteroids this type of asteroid should split into when destroyed. You may define any number of $Split rules.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;, an asteroid index. The first asteroid defined by the table has index 0, the second one has index 1, and so on.&lt;br /&gt;
*&#039;&#039;&#039;+Min:&#039;&#039;&#039;&lt;br /&gt;
**The minimum number of spawned asteroids. Default 0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max:&#039;&#039;&#039;&lt;br /&gt;
**The maximum number of spawned asteroids. Default 0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
*Single asteroid entry fos retail FS2 table&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Asteroid Types&lt;br /&gt;
&lt;br /&gt;
$Name:               Small Asteroid&lt;br /&gt;
$POF file1:          ast03.pof&lt;br /&gt;
$POF file2:          asta03.pof&lt;br /&gt;
$POF file3:          astb03.pof&lt;br /&gt;
$Detail distance:    (0, 30, 80, 150)&lt;br /&gt;
$Max Speed:          60.0&lt;br /&gt;
$Expl inner rad:     0.0&lt;br /&gt;
$Expl outer rad:     0.0&lt;br /&gt;
$Expl damage:        0.0&lt;br /&gt;
$Expl blast:         0.0&lt;br /&gt;
$Hitpoints:          23&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Impact Explosion:            ExpMissilehit1&lt;br /&gt;
$Impact Explosion Radius:     20.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=37248</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=37248"/>
		<updated>2011-11-12T19:04:13Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented $no warp camera&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|5211|5707}}&lt;br /&gt;
&lt;br /&gt;
Ai_profiles.tbl allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
There is a &amp;quot;hidden&amp;quot; profile called FS2 RETAIL that is hard-coded into FreeSpace Open and cannot be modified.  It is always the default profile unless another is specified using $Default Profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039; &#039;&#039;a profile name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up to 9 different AI profiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Damage Reduction to Player Subsys:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn. A value of 1.0 means the ship turns at normal speed, 2.0 means half speed (takes twice as long), etc. Note that this value ONLY affects ships hostile to the player (always 1.0 for friendly ships). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target&#039;s current velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by &#039;&#039;$Stalemate Distance Threshold&#039;&#039;) for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see &#039;&#039;$Stalemate Time Threshold&#039;&#039;). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player&#039;s score if they are repaired by a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after bombs are fired during which the bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chance AI Has to Fire Missiles at Player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Chance - expressed in (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) / 7 - of each AI turret within current 10 second segment to be allowed to shoot missiles at player ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*As $Max Aim Update Delay, but affecting turrets instead&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.}}&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no penalty for linking primaries.  Normally, the rate of fire is divided by the number of linked guns.}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will inherit their firing ship&#039;s velocity.  A ship traveling quickly will fire weapons faster than a ship traveling slowly.  This also improves the accuracy of weapons fired while gliding.}}&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there&#039;s quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV set for certain missile types limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
===$force beam turrets to use normal fov:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set makes beam turrets use same FOV rules as other weapons do. Prevents beam from a turret from following the target beyond the turret&#039;s FOV}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$No extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$all ships manage shields:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows AI to manage shields on big ships}}&lt;br /&gt;
&lt;br /&gt;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point. Default: NO.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link delay:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, no ships will link primaries for the first 30 seconds of a mission. In addition, ships will randomly not link for the first two minutes of a mission. Set this to NO to get rid of this often-problematic retail behavior. Default: YES.}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, beam weapons will be able to effectively intercept bombs. In addition, bombs flying through a beam path will get damaged and destroyed. Default: NO.}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance. Default: NO.}}&lt;br /&gt;
&lt;br /&gt;
===$ai path mode:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Possible options are &amp;quot;normal&amp;quot; and &amp;quot;alt1&amp;quot;. The alt1 mode differs from the normal behaviour in the following ways:&lt;br /&gt;
**1. No path shortcutting. Normal pathing AI will skip forward along a path to the furthest point it can reach. This is sometimes desirable, but makes it a lot harder to predict how the AI is going to behave at various points along a path. Turning this off also allows us to force the AI to straighten out, by giving it several waypoints in a more-or-less straight line. This is useful for such things as lining up a landing. &lt;br /&gt;
**2. No sliding when following paths. Docking still works, but there is some code that causes the AI to go full retard if it just misses a point: it turns towards the point in big, looping circles. This is apparently caused by passing a slide_vec value into ai_turn_towards_vector, which doesn&#039;t even seem to do what you&#039;d expect it to do. Passing a null value instead turns off the stupid.&lt;br /&gt;
**3. Momentum taken into account when following paths. Path points will trigger sooner, proportional to the ship&#039;s speed and momentum. This prevents the AI from massively overshooting a waypoint, especially with high-damp ships.&lt;br /&gt;
**4. AI tries to follow the line between waypoints. Instead of just pointing at the next waypoint, the AI will fly a bit towards the line. This helps keep the AI actually on the path it claims to be following. See picture:[[Image:Altpaths.png]]&lt;br /&gt;
Blue is what happens with regular pathing. Red is the modified pathing: as you can see, it actively moves back towards the line.}}&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===$no warp camera:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, prevents the view from switching to the external camera when the player warps out.&lt;br /&gt;
*Note: this flag is deprecated and may get moved to another table without further notice.}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missles Locked on Player:                 2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.33, 0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.5,  0.5,  0.5,  0.5,  0.5&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, &#039;&#039;Hard Light Productions Forums&#039;&#039;, Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Asteroid.tbl&amp;diff=37247</id>
		<title>Asteroid.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Asteroid.tbl&amp;diff=37247"/>
		<updated>2011-11-12T18:26:20Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented $Split&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5211|5264}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Asteroid.tbl is used to define all asteroids and debris pieces in-game.&lt;br /&gt;
*&#039;&#039;&#039;#Asteroid Types&#039;&#039;&#039;&lt;br /&gt;
*Asteroid and debris data&lt;br /&gt;
*&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Impact Explosion:&#039;&#039;&#039;&lt;br /&gt;
**Defines the effect used when weapon strikes at asteroid&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Impact Explosion Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of the effect&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Asteroid and Debris Data==&lt;br /&gt;
*Used to define asteroid types and their physical characteristics&lt;br /&gt;
*First three entries are different sized asteroids, small medium and large respectively&lt;br /&gt;
*Next three are debris pieces for the 1st species in the [[species_defs.tbl]]&lt;br /&gt;
*And so on in series of three&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of asteroid or debris object&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF file1:===&lt;br /&gt;
*Defines the name of the model file (.pof) used for asteroid or debris model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String.pof&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF file2:===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Note: This does not work for debris chunks. The game will always only use POF file1.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Defines the name of the alternate asteroid or debris model of the set size&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String.pof&#039;&#039;&#039; or &#039;&#039;&#039;none&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF file3:===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Note: This does not work for debris chunks. The game will always only use POF file1.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Defines the name of the alternate asteroid model&lt;br /&gt;
*If the object in question is has &#039;&#039;&#039;$POF file2:&#039;&#039;&#039; set as &#039;&#039;none&#039;&#039; then this entry is not needed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String.pof&#039;&#039;&#039; or &#039;&#039;&#039;none&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail distance:===&lt;br /&gt;
*Definies the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer list&#039;&#039;&#039; ), comma separated &#039;&#039;&#039;integers&#039;&#039;&#039;, one for each LOD&lt;br /&gt;
**Example: (0, 30, 80, 150)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Speed:===&lt;br /&gt;
*Defines the maximum velocity of the asteroid&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the damage type of the asteroid explosion. &#039;&#039;&#039;REQUIRES ADDITIONAL TABLE FILE&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of the damage type as referenced in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl inner rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl outer rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*Defines the hitpoints of the asteroid or debris piece. Hitpoints are modified downward by skill level.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, hitpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Split:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines what kind of asteroids this type of asteroid should split into when destroyed. You may define any number of $Split rules.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;, an asteroid index. The first asteroid defined by the table has index 0, the second one has index 1, and so on.&lt;br /&gt;
*&#039;&#039;&#039;+Min:&#039;&#039;&#039;&lt;br /&gt;
**The minimum number of spawned asteroids. Default 0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max:&#039;&#039;&#039;&lt;br /&gt;
**The maximum number of spawned asteroids. Default 0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
*Single asteroid entry fos retail FS2 table&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Asteroid Types&lt;br /&gt;
&lt;br /&gt;
$Name:               Small Asteroid&lt;br /&gt;
$POF file1:          ast03.pof&lt;br /&gt;
$POF file2:          asta03.pof&lt;br /&gt;
$POF file3:          astb03.pof&lt;br /&gt;
$Detail distance:    (0, 30, 80, 150)&lt;br /&gt;
$Max Speed:          60.0&lt;br /&gt;
$Expl inner rad:     0.0&lt;br /&gt;
$Expl outer rad:     0.0&lt;br /&gt;
$Expl damage:        0.0&lt;br /&gt;
$Expl blast:         0.0&lt;br /&gt;
$Hitpoints:          23&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Impact Explosion:            ExpMissilehit1&lt;br /&gt;
$Impact Explosion Radius:     20.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:tables]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Subobject_and_subsystem_properties&amp;diff=37246</id>
		<title>Subobject and subsystem properties</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Subobject_and_subsystem_properties&amp;diff=37246"/>
		<updated>2011-11-12T18:22:29Z</updated>

		<summary type="html">&lt;p&gt;Zookeeper: Documented $attach_thrusters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page documents the properties that can be applied to subobjects and to subsystems in their respective properties data in the [[Model files|model file]].&lt;br /&gt;
&lt;br /&gt;
==Important notes==&lt;br /&gt;
* Subobject/subsystem properties data is not parsed in order.&lt;br /&gt;
* Occasionally an option may lack a trailing &#039;terminating character&#039; like &#039;:&#039; or &#039;=&#039; from its description. In these cases any character can be used as the trailing &#039;terminating character&#039;.&lt;br /&gt;
* Buffer size of 256 is reserved for the characters in properties data.&lt;br /&gt;
&lt;br /&gt;
==Subsystem Properties==&lt;br /&gt;
* These can be applied to subsystems both with and without separate subobject.&lt;br /&gt;
{| border=0 align=right cellpadding=2 cellspacing=1 style=&amp;quot;margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;&#039;&#039;&#039;Key strings and their order for setting subsystems&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;engine&#039;&#039;&lt;br /&gt;
| Engine subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;radar&#039;&#039;&lt;br /&gt;
| Radar dish subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;turret&#039;&#039;&lt;br /&gt;
| Turret subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;navigation&#039;&#039;&lt;br /&gt;
| Navigation subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;communication&#039;&#039;&lt;br /&gt;
| Communication subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;weapon&#039;&#039;&lt;br /&gt;
| Weapon control subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;sensor&#039;&#039;&lt;br /&gt;
| Sensor subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;solar&#039;&#039;&lt;br /&gt;
| Solar panel subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;gas&#039;&#039;&lt;br /&gt;
| Gas collector subsystem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &#039;&#039;activator&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;&#039;&#039;unused&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===$name===&lt;br /&gt;
*Defines the alternate name for the subsystem (&#039;&#039;string&#039;&#039;)&lt;br /&gt;
*Alternate subsystem names offer an alternative option for setting this via [[ships.tbl]] file or via mission data.&lt;br /&gt;
&lt;br /&gt;
===$fov===&lt;br /&gt;
*Valid only if the true subobject name (not the alternate defined above) contains string &amp;quot;turret&amp;quot; but not strings &amp;quot;radar&amp;quot; or &amp;quot;engine&amp;quot;&lt;br /&gt;
*Defines the firing arc of the turret in degrees (&#039;&#039;integer&#039;&#039;)&lt;br /&gt;
*Defaults to 180 degrees if omitted.&lt;br /&gt;
&lt;br /&gt;
===$crewspot===&lt;br /&gt;
*Valid only if the true subobject name (not the alternate defined above) contains string &amp;quot;turret&amp;quot; but not strings &amp;quot;radar&amp;quot; or &amp;quot;engine&amp;quot;&lt;br /&gt;
*Marks the turret as &#039;crewspot&#039;&lt;br /&gt;
*Defines the name of the crewspot (&#039;&#039;string&#039;&#039;)&lt;br /&gt;
*No actual function&lt;br /&gt;
&lt;br /&gt;
===$triggered:===&lt;br /&gt;
*Defines the subsystem as a rotating subsystem which can be triggered (animated) via [[Animation Code]]&lt;br /&gt;
&lt;br /&gt;
===$rotate===&lt;br /&gt;
*Marks the subsystem as a rotating subsystem&lt;br /&gt;
*Defines the rotation time for the subsystem (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
====$pbank====&lt;br /&gt;
*Marks the rotation as primary weapon rotation&lt;br /&gt;
*Defines the associated weapon bank (&#039;&#039;integer&#039;&#039;)&lt;br /&gt;
&amp;lt;!-- ANY DETAILS ?? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====$stepped====&lt;br /&gt;
*Defines the rotation as an stepped instead of continuous rotation&lt;br /&gt;
&lt;br /&gt;
=====$steps=====&lt;br /&gt;
*Defines the number of steps in the animation (&#039;&#039;integer&#039;&#039;)&lt;br /&gt;
*Defaults to 8&lt;br /&gt;
&lt;br /&gt;
=====$t_paused=====&lt;br /&gt;
*Defines the pause time between steps (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
*Defaults to 2&lt;br /&gt;
&lt;br /&gt;
=====$t_transit=====&lt;br /&gt;
*Defines the movement time between pauses (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
*Defaults to 2&lt;br /&gt;
&lt;br /&gt;
=====$fraction_accel=====&lt;br /&gt;
*Defines the fraction of the stepped rotation time used for acceleration (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
*Is between 0 .. 0.5&lt;br /&gt;
*Defaults to 0.3&lt;br /&gt;
&lt;br /&gt;
==Subobject Properties==&lt;br /&gt;
* These can be applied only to subsystem with their own separate subobject.&lt;br /&gt;
&lt;br /&gt;
===$dumb_rotate:===&lt;br /&gt;
* Marks the subobject as &#039;dumb rotating object&#039;&lt;br /&gt;
* Defines the rotation time (&#039;&#039;float&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
===$special===&lt;br /&gt;
* Defines special attributes for the subobject&lt;br /&gt;
* String, either &#039;&#039;&#039;&amp;quot;subsystem&amp;quot;&#039;&#039;&#039; or &#039;&#039;&#039;&amp;quot;no_rotate&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;subsystem&amp;quot;====&lt;br /&gt;
* &#039;&#039;&#039;subsystem&#039;&#039;&#039; marks the subobject as an subsystem&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no_rotate&amp;quot;====&lt;br /&gt;
* Valid option if &#039;&#039;&#039;subsystem&#039;&#039;&#039; string was not used&lt;br /&gt;
* Marks subobject as an object that should not rotate&lt;br /&gt;
&lt;br /&gt;
===$no_collisions===&lt;br /&gt;
* Prevents collision detection from occurring on this subobject and all of its children (recursively).&lt;br /&gt;
&lt;br /&gt;
===$nocollide_this_only===&lt;br /&gt;
* Prevents collision detection from occurring on this subobject only (children collide normally).&lt;br /&gt;
&lt;br /&gt;
===$collide_invisible===&lt;br /&gt;
* Allows full collision detection for things painted with the special &amp;quot;invisible&amp;quot; texture (normally ships collide but weapons do not)&lt;br /&gt;
&lt;br /&gt;
===$gun_rotation:===&lt;br /&gt;
* Marks the submodel as using gun rotation&lt;br /&gt;
&lt;br /&gt;
===[[Detail box|$detail_box:]]===&lt;br /&gt;
* Marks the subsystem as one with detail box&lt;br /&gt;
====[[Detail box|$box_min:]]====&lt;br /&gt;
====[[Detail box|$box_max:]]====&lt;br /&gt;
&lt;br /&gt;
===$uvec:===&lt;br /&gt;
* Defines the &amp;quot;up&amp;quot; direction (vector) of a multipart turret. Usually it stands perpendicular to the ship surface. Doesn&#039;t need to be specified for multiparts with a vertical rotation axis.&lt;br /&gt;
* Reads three comma separated &#039;&#039;floats&#039;&#039;&lt;br /&gt;
* Forces turret normal into the same as the &#039;&#039;&#039;$uvec:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$fvec:===&lt;br /&gt;
* Defines the direction of the front a multipart turret will be facing. Doesn&#039;t need to be specified for multiparts with a vertical rotation axis.&lt;br /&gt;
* Reads three comma separated &#039;&#039;floats&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$lod0_name===&lt;br /&gt;
* Allows adding LODs to older models and changing from special points to modeled subsystems.&lt;br /&gt;
* Example $lod0_name=enginea used on a subobject named engine would allow engineb, engienc, and engined to be used while preserving backward compatibility. &lt;br /&gt;
&lt;br /&gt;
===$attach_thrusters===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
* Allows thrusters associated with this submodel to follow its rotations.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Zookeeper</name></author>
	</entry>
</feed>