Difference between revisions of "Fr:Manuel:Config:Avancé:Variables"

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m (traduction de l'article en français (début))
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}}
 
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----
 
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= Variables section =
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= Section des variables =
Each variable is set between the <code><variables></code> and the <code></variables></code> tags and inside its proper section tags, like this:
+
Chaque variable est définie entre les balises <code><variables></code> et <code></variables></code> et à l'intérieur des balises de sa propre section, comme ceci :
  
 
<pre>
 
<pre>
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</pre>
 
</pre>
  
=="<code>data</code>" section==
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== Section "<code>data</code>" ==
* <code>'''hqtextures'''</code> [string/file] - The location of HQ textures directory, if any.
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* <code>'''hqtextures'''</code> [string/file] - La localisation du dossier des textures HQ, s'il existe.
 
** <code>""</code> <small>(default)</small>
 
** <code>""</code> <small>(default)</small>
* <code>'''UnitCSV'''</code> [string/file] - The location of units.CSV dile.
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* <code>'''UnitCSV'''</code> [string/file] - La localisation du fichier units.CSV.
 
** <code>"modunits.csv"</code>
 
** <code>"modunits.csv"</code>
  
=="<code>splash</code>" section==
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==Section "<code>splash</code>" section==
 
{{FIXME}}
 
{{FIXME}}
  
=="<code>graphics</code>" section==
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== Section "<code>graphics</code>" ==
  
==== Base computer ====
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==== Ordinateur de base ====
* <code>'''high_quality_font_computer'''</code> [boolean] - Which font type to use for base computer (font.cpp).
+
* <code>'''high_quality_font_computer'''</code> [boolean] - Quelle police de caractères utiliser pour l'ordinateur de base (font.cpp).
 
** <code>false</code> - uses stroke font
 
** <code>false</code> - uses stroke font
 
** <code>true</code> <small></small> <small>(in default vegastrike.config)</small> - uses bitmap font
 
** <code>true</code> <small></small> <small>(in default vegastrike.config)</small> - uses bitmap font

Revision as of 19:35, 10 January 2013

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arrow_left.png Configuration avancée : couleurs arrow_up.png Configuration avancée Configuration avancée arrow_right.png

Section des variables

Chaque variable est définie entre les balises <variables> et </variables> et à l'intérieur des balises de sa propre section, comme ceci :

<section name="data">
 <var name="usingtemplates" value="false"/>
</section>

Section "data"

  • hqtextures [string/file] - La localisation du dossier des textures HQ, s'il existe.
    • "" (default)
  • UnitCSV [string/file] - La localisation du fichier units.CSV.
    • "modunits.csv"

Section "splash" section

FIXME

Section "graphics"

Ordinateur de base

  • high_quality_font_computer [boolean] - Quelle police de caractères utiliser pour l'ordinateur de base (font.cpp).
    • false - uses stroke font
    • true (in default vegastrike.config) - uses bitmap font
    • =high_quality_font =false(default)
  • open_picker_categories [boolean] - Expands all categories in base computer.
    • true - expands all categories by default.
    • false (default) - does not expand the categories.

Weapons and shields

  • weapon_gamma [float] - affects all weapon effects' appearance, if >0.
    • 1.35 (default)
  • StretchBolts [float] - If > 0, Bolt (only) effects will appear stretched to this fraction of the distance they traveled since the last calculation, compensating for Length - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame.
    • 0 (default)
  • draw_weapons [boolean] - Whether to draw mount models. Mounts with xyscale=0 or zscale=0 (in units.csv) are not drawn anyway.
    • false (default)
    • FIXME Most need extra setup - renaming (or symlinking) to weapon names. Razor needs resizing (20x times) and some shift, this thing's about the size of Gawain!
  • weapon_xyscale [float] - Scaling of mount models, lateral.
    • 1 (default)
  • weapon_zscale [float] - Scaling of mount models, longitudal.
    • 1 (default)
  • shield_texture [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.
    • shield.bmp (default)
  • tractor.scoop [boolean] - Turns on "scooping cone" tractor beams. FIXME Currently is not the same as in physics/tractor.scoop - this one affects drawing, so you need both.
    • true (default)
    • false (in default vegastrike.config) No cone, tractor/repulsor beams are processed just like normal beams.
  • tractor.scoop_fov [float] - (radian) Width of the scoop cone. Corresponds to physics/tractor.scoop_angle, but is separate from it.
    • 0.5 (default)
  • tractor.scoop_alpha_multiplier [float] FIXME .
    • 2.5 (default)
  • tractor.scoop_long_slices [integer] - Number of slices in a scoop beam cone.
    • 10 (default)
  • tractor.scoop_rad_slices [integer] - Number of slices in a scoop beam cone. Must be odd.
    • 10 (default)

Death

  • show_respawn_text - Prints the fixed text "You Have Died! Press ; (semicolon) to respawn Or Press Esc and 'q' to quit". Mostly obsolete due to death screen.
    • false (default)
  • death_scene_time [float] - Death screen delay (i.e. how long you get to see scattering fragments of your ship).
    • 4 (default)
  • death_menu_script [string/file] - Python script to be executed after death_scene_time.
    • "" (default) - If empty, show "died.sprite", or if this fails, "died.spr".

Views

  • pan_on_auto [boolean] - Sets if there should be an camera switch + flyby on autopilot activation. FIXME No longer used?
    • true (default)
  • camera_pan_speed [float, default:0.0001] - sets the speed of camera panning and yawing
  • draw_unit_on_chasecam [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')
  • draw_cockpit_from_chase_cam [boolean] - Whether to draw cockpit in Chase Cam view ("Cockpit::Behind" command). HUD-only cockpit doesn't add much without VDUs.
    • false (default)
  • draw_cockpit_from_panning_cam [boolean] - Whether to draw cockpit in Pan view. HUD-only cockpit doesn't add much without VDUs.
    • false (default)
  • draw_cockpit_from_target_cam [boolean] - Whether to draw cockpit in Target view. HUD-only cockpit doesn't add much without VDUs.
    • false (default)
  • draw_cockpit_from_padlock_cam [boolean] - Whether to draw cockpit in Padlock (Pan Inside) view ("Cockpit::ViewTarget" command). HUD-only cockpit doesn't add much without VDUs.
    • false (default)
  • draw_vdus_from_chase_cam [boolean] - Whether to draw HUD panels in Chase Cam view ("Cockpit::Behind" command). If used, the only differences are lack of crosshair and view slightly shifted down (as camera is on top of and behind the ship).
    • false (default)
  • draw_vdus_from_panning_cam [boolean] - Whether to draw HUD panels in Pan view.
    • false (default)
  • draw_vdus_from_target_cam [boolean] - Whether to draw HUD panels in Target view.
    • false (default)
  • draw_vdus_from_padlock_cam [boolean] - Whether to draw HUD panels in Padlock view - same as Pan Inside ("Cockpit::ViewTarget" command).
    • false (default)
    • true (in default vegastrike.config)

warp graphics

  • only_stretch_in_warp [boolean] - Don't stretch ship models if not in warp.
    • true (default)
  • warp_stretch_cutoff [float] - Don't stretch ship models if below this velocity. Show insys_jump_animation when velocity raises above this value.
    • 500000 (default)
    • 50000 (in default vegastrike.config)
  • warp_stretch_decel_cutoff [float] - Show insys_jump_animation when velocity drops below this value.
    • 500000 (default)
    • 50000 (in default vegastrike.config)
  • warp_stretch_max_speed [float] - FIXME
    • 1000000 (default)
    • 300000000 (in default vegastrike.config)
  • warp_stretch_max_region0_speed [float] - Chooses a different warp stretch formula when velocity is above this.
    • 100000 (default)
    • 240000 (in default vegastrike.config)
  • warp_stretch_max [float] - Maximum stretch above warp_stretch_max_region0_speed.
    • 4 (default)
    • 2 (in default vegastrike.config)
  • warp_stretch_region0_max [float] - Maximum stretch up to warp_stretch_max_region0_speed.
    • 1 (default) (in default vegastrike.config)
  • insys_jump_animation [string/file] - Animation to show on passing velocity threshold warp_stretch_cutoff (up) or warp_stretch_decel_cutoff (down).
    • "warp.ani" (default)
  • insys_jump_ani_second_ahead [float] - How far ahead to show insys_jump_animation on acceleration.
    • 4 (default)
  • insys_jump_ani_second_ahead_end [float] - How far ahead to show insys_jump_animation on deceleration.
    • 0.03 (default)

startup

  • default_boot_message [string] - Boot message.
    • "" (default)
  • initial_boot_message [string] - Falls back to this if graphics/default_boot_message is empty.
    • "Loading..." (default)
  • splash_screen [string/file] - Splash screen collection .ani file.
    • "vega_splash.ani" (default)
  • splash_audio [string/file] - Sound to play during splash screens.
    • "" (default)
  • main_menu [boolean] - Whether to display the main menu upon boot. Single player game / Multiplayer game / Exit. Missions and thus custom main menu is loaded after that.
    • false (default)
  • startup_cockpit_view [string] - The view chosen on start.
    • "front" (default)
    • "view_target" | "back" | "chase" - other valid choices.


miscellaneous

  • head_lag [integer] - Head lag (in frames). When you turn, the cockpit is displayed as if you were overcoming the inertia of the turn. This value determines how much this 'overcoming' is in frames. Practically it affects how much the cockpit is shifted on-screen.
    • 10 (default)
  • shake_speed [float] - FIXME
    • 50 (default)
  • shake_reduction [float] - Cockpit shake reduction amount.
    • 8 (default)
  • shove_camera_down [float] - FIXME
    • .3 (default)
  • reflectivity [float] - default reflection level, in range 0.0 - 1.0 (1.0 = very shiny)
    • .2 (default)
  • star_shine [string/file] - List of .ani files for a sun's flare effect separated by single spaces.
    • shine.ani (default)
  • num_messages [float] - Sets the maximum number of communication messages shown at the same time.
    • 2 (default)
  • last_message_time [float] - Sets the minimum time (in seconds) that a message is shown before scrolled up.
    • 5 (default)
  • high_quality_font [boolean] - Which font type to use for the HUD (hud.cpp). Standard setup depends on the video card choice.
    • true - uses stroke font
    • false (default) - uses bitmap font
  • show_stardate [boolean] - Shows star date in base computer and cargo manifest.
    • true (default) - shows star date.
    • false - does not show star date.
  • generic_cargo_rotation_speed [float] - Rotation set for ejected cargo (upgrades). In degrees per second(?).
    • 1 (default)
  • cargo_rotation_speed [float] - Rotation set for ejected cargo (normal). In degrees per second(?).
    • 60 (default)
  • eject_rotation_speed [float] - Rotation set for ejected generic cargo (pilot). In degrees per second(?).
    • 0 (default)
  • cargo_rotates_at_same_speed [boolean] - FIXME
    • true (default)
  • only_scanner_modes_static [boolean] - Static appearing on VDU when damaged is limited to modes Comm, TargetManifest, Target, Nav, View and Webcam.
    • true (default)
  • draw_docking_boxes [boolean] - Whether to draw docks.
    • true (default)
  • draw_target_nav_symbol [boolean] - Whether to draw nav symbol if the target is: a Neutral unit or asteroid or out of range or a celestial object with lights or a jump point (only when draw_jump_target_nav_symbol=true). FIXME Does it even work now?
    • true (default)
  • draw_jump_target_nav_symbol [boolean] - Whether to draw nav symbol Does anything only if draw_target_nav_symbol=true. FIXME Does it even work now?
    • true (default)
  • lock_significant_target_box [boolean] - Whether to draw lock-box around "significant" targets. Used in cases when draw_target_nav_symbol isn't.
    • true (default) - Target boxes around stations are drawn normally.
    • false - Target boxes around stations are always "not locked" even if player's missiles are.
  • nav_symbol_size [float] - Nav symbol size. FIXME Does it even work now?
    • .25 (default)
  • locklight_time [float] - Time to light "Lock" and "Missile Lock" gauges.
    • 1 (default)
  • damage_flash_length [float] - Damage flash time.
    • .1 (default)
  • flash_behind_hud [boolean] - Whether to draw the damage flash behind or before HUD.
    • true (default)
  • draw_rendered_crosshairs [boolean] - Currently a duplicate, use the one in graphics/hud instead.
    • true (default) - Draw basic crosshairs using lines whatever the cockpit type is.
    • false (in default vegastrike.config) - Use a sprite to draw the hud crosshairs. See cockpit file format HowTo:Edit HUDs. Each cockpit type might have its own crosshairs.
  • UnitSwitchCockpitChange [boolean] - Whether SwitchControl command changes the cockpit (to appropriate for the new unit, if SwitchCockpitToDefaultOnUnitSwitch is false).
    • false (default)
    • true (in default vegastrike.config)
  • SwitchCockpitToDefaultOnUnitSwitch [boolean] - Whether SwitchControl command changes the cockpit to default.
    • false (default)
    • true (in default vegastrike.config)
  • comm_static [string/file] - Comm static .ani file.
    • static.ani (default)
  • can_target_sun [boolean] - Whether stars can be targetted. They don't appear in lists, so only with Pick Target.
    • false (default)
    • true (in default vegastrike.config)
  • can_target_asteroid [boolean] - Whether asteroids can be targetted.
    • true (default)
  • can_target_cargo [boolean] - Whether cargo can be targetted as units.
    • false (default)

"graphics/general" section

FIXME Empty section? Nothing in SVN vegastrike.config Nothing in SVN code.

"graphics/mesh" section

  • smooth_lines [boolean] - Whether to smooth while drawing lines.
    • true (default)
  • smooth_points [boolean] - Whether to smooth while drawing points.
    • true (default)

FIXME

"graphics/hud" section

  • radarRange [float] - Default radar range.
    • 20000 (default)
    • 30000000000 (in default vegastrike.config)
  • radarType [string] FIXME - It was completely disabled lately.
    • WC (default) - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.
    • Elite - Display only one radar. Units are displayed with a dot and a vertical line. Units are projected on a horizontal plane (from your ship view). The dot is the position of the unit on that plane, and the height of the line is the height of the unit above/below that plane. Does not seem to work (on 3rd March 2004).
  • display_warp_energy_if_no_jump_drive [boolean] - Whether WARPENERGY gauge should be displayed when the ship has no jump drive.
    • true (default)
  • display_relative_velocity [boolean] - Whether KPS, SETKPS, MAXKPS, MAXCOMBATKPS, MAXCOMBATABKPS gauges show relative velocity.
    • true (default)
  • drawAlwaysITTS [boolean] - Force ITTS drawing.
    • false (default) - FIXME
  • draw_arrow_to_target [boolean, default:true] - generally toggles the display of target arrow for all cameras
  • draw_arrow_on_chasecam [boolean, default:true] - disables/enables target arrow display on chase camera ("Cockpit::Behind" command, default key '5')
  • draw_arrow_on_pancam [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')
  • draw_arrow_on_pantgt [boolean, default:false] - disables/enables target arrow display on target camera (default key '8')
  • crosshairs_on_chasecam [boolean] - Whether to draw crosshairs in Chase Cam view ("Cockpit::Behind" command). Note that crosshairs are noticeably displaced.
    • false (default)
  • crosshairs_on_padlock [boolean] - Whether to draw crosshairs in Padlock (Pan Inside) view ("Cockpit::ViewTarget" command). FIXME In the current form, not very useful, since by definition it's centered on the target - and drags crosshairs with it, instead of using them to indicate course and weapons' aim.
    • false (default)
  • drawLineToITTS [boolean] - Draw ITTS line (from the target to its ITTS marker).
    • false (default) - FIXME
  • drawLineToTarget [boolean] - Supposed to draw a line between your ship and the selected target. FIXME Currently starts at the selected target's center and extends toward some fixed point. Allows drawLineToTargetsTarget.
    • false (default)
  • drawLineToTargetsTarget [boolean] - Supposed to draw a line between your target and its target, if drawLineToTarget is enabled. FIXME Currently does the same as drawLineToTarget.
    • false (default)
  • drawNavSymbol [boolean] - Does not seem to work (on 7th March 2004). FIXME
    • false (default) - FIXME
  • text_background_alpha [float] - Sets the opacity of text on the hud display
    • value - any positive value between 0.0 (complete transparency) and 1.0 (no trasparency)
    • 0.0625 (default)
  • NavCrossLineThickness [float] - Thickness of navigation symbols.
    • 1 (default)
  • no_auto_light_below [float] - Don't light AUTOPILOT gauge if closer than this.
    • 2000 (default)
  • draw_rendered_crosshairs - Currently duplicated in graphics, but this one overrides.
    • true - Draw basic crosshairs using lines whatever the cockpit type is.
    • false - Use a sprite to draw the hud crosshairs. See cockpit file format HowTo:Edit HUDs. Each cockpit type might have its own crosshairs.
    • =draw_rendered_crosshairs=true (default)
  • debug_position [boolean] - Prints data about the player's ship and target position and velocity.
    • false (default)
  • draw_weapon_sprite [boolean] - Draw mount locations (in cylindrical projection), over the ship's picture on VDU.
    • false (default)

Target Boxes

  • BoxLineThickness [float] - Thickness of target boxes.
    • 1 (default)
  • DrawTargettingBoxes [boolean] - Allow drawAllTargetBoxes, drawLineToTarget, drawLineToTargetsTarget, drawAlwaysITTS .
    • true (default) - Enable box display.
    • false - Does not display any target box or docking box.
  • DrawTheirRelationColor - Determines the box color of the selected target.
    • true (default) - The box color corresponds to the target relation towards you.
    • false - The box color corresponds to your relation towards the target.
  • drawAllTargetBoxes [boolean] - Display every unit (but not planets / jumps) in boxes.
    • false (default) - Only selected target.
  • min_target_box_size [float] - Minimum target box size.
    • .01 (default)

Tactical Target Box

It's drawn on the player's flightgroup target, as given by orders "Defend my target"/"Attack my target". Or "Form Up", if you switch ships and look at the one which gave the order.

  • DrawTacticalTarget [boolean] - FIXME
    • false (default)
  • TacTargetThickness [float] - Line thickness.
    • 1.0 (default)
  • TacTargetFoci [float] - How far out middle point of X-lines are.
    • 0.5 (default)
    • 1 centered at the target box's corners.
  • TacTargetLength [float] - X-lines length.
    • 0.1 (default)

lock: common

All sizes are relative to the target box.

  • DiamondLineThickness [float] - Thickness of locking diamond.
    • 1 (default)
  • min_lock_box_size [float] - Minimum lock target box size.
    • .001 (default)
  • MaxMissileBracketSize [float] - Maximum locking reticle size.
    • 2.05 (default)
  • MinMissileBracketSize [float] - Minimum locking reticle size.
    • 1.05 (default)
  • RotatingBracketSize [float] - Locking reticle brackets (corners/T-arrows) size.
    • 0.58 (default)
  • LockCenterCrosshair [boolean] - Locking reticle is with the converging crosshair.
    • false (default) - Rotating corners converge on the target box, diamond.
    • true - Crosshair T-arrows on 4 sides of the target box and stay there.

lock reticle: diamond, corners

  • DiamondSize [float] - Locking diamond size.
    • 2.05 (default)
  • DiamondRotationSpeed [float] - Locking diamond rotation.
    • 1 (default)
  • LockConfirmLineLength [float] - Length of the side lines on confirmed lock.
    • 1.5 (default)

lock reticle: crosshair arrows

  • RotatingBracketWidth [float] - Width of sides for T-arrows.
    • 0.1 (default)
  • RotatingBracketInner [boolean] - "T" crossline is on the inner side of converging crosshair reticle.
    • true (default) -| :: |-
    • false |- :: -|

"audio" section

  • Sound [boolean] - Sound on.
    • true (default)
  • Volume [float] - Default volume.
    • 100 (default)
  • Music [boolean] - Music on.
    • true (default)
  • music_layers [integer] - Layers.
    • 1 (default)
  • music_volume [float] - Default volume.
    • .5 (default)
  • music_volume_up_latency [float] - Volume up latency.
    • 15 (default)
  • music_volume_down_latency [float] - Volume down latency.
    • 2 (default)
  • music_muting_fadeout [float] - Fade-out.
    • 0.2 (default)
  • music_muting_fadeout [float] - Fade-in. FIXME Should have a separate variable, of course.
    • 0.5 (default)
  • music_fadein [float] - Fade in. (sound server)
    • 0 (default)
  • music_fadeout [float] - Fade out. (sound server)
    • 0 (default)
  • cross_fade_music [boolean] - Cross-fading on track change.
    • true (default)
  • pierce_firewall [boolean] - Sound server pipes.
    • true (default)
  • frequency [integer] - Sampling frequency.
    • 48000 (default)
  • MaxSingleSounds [integer] - Number of channels.
    • 8 (default)
  • MaxTotalSounds [integer] - Number of channels.
    • 20 (default)
  • sound_gain [float] - Default sound gain.
    • .5 (default)
  • Positional [boolean] - Positional sound.
    • true (default)
  • Doppler [boolean] - Doppler effect.
    • false (default)
  • DopplerScale [float] - Doppler effect scaling.
    • 1 (default) FIXME
    • .1 (default) in different places

context music

  • newssong [string/file] - News (base computer) tune.
    • "../music/news1.ogg" (default)
  • missionvictorysong [string/file] - Mission accomplished.
    • "../music/victory.ogg" (default)
  • loading_sound [string/file] - Loading tune.
    • "../music/loading.ogg" (default)
  • cache_songs [string/file] - Default pre-cached track. FIXME
    • "../music/land.ogg" (default)
  • battleplaylist, peaceplaylist, panicplaylist, victoryplaylist, lossplaylist [string/file] - The background music playlists for contexts.
    • "battle.m3u", "peace.m3u", "panic.m3u", "victory.m3u", "loss.m3u" (default)
  • shuffle_songs [boolean] - Randomize playlists.
    • true (default)
  • shuffle_songs.history_depth [float] - Shuffling parameter.
    • 5 (default)
  • shuffle_songs.clear_history_on_list_change [boolean] - Shuffling parameter.
    • true (default)
  • dj_script [string/file] - Python script.
    • "modules/dj.py" (default)

event sounds

  • audio_ref_distance [float] - Base distance to sound sources.
    • 4000 (default)
  • audio_max_distance [float] - Maximum distance to sound sources.
    • 1000000 (default)
  • audio_cutoff_distance [float] - Maximum range of sound events.
    • 1000000 (default)
  • high_quality_weapon [boolean] - Weapon sounds are processed separately and don't drown each other, for the player's ship, when in cockpit.
    • true (default)
  • ai_high_quality_weapon [boolean] - Weapon sounds are processed separately and don't drown each other, for NPC units.
    • false (default)
  • ai_sound [boolean] - NPC units sound.
    • true (default)
  • max_range_to_hear_weapon_fire [float] - Maximum distance for weapon sounds.
    • 100000 (default)
  • weapon_gain [float] - Weapon sounds gain, for the player's ship, when in cockpit.
    • .25 (default)
  • exterior_weapon_gain [float] - Weapon sounds gain.
    • .35 (default)
  • min_weapon_sound_refire [float] - Weapon sounds repeating period low cap.
    • .2 (default)
  • explosion_closeness [float] - FIXME
    • .8 (default)
  • automatic_docking_zone [string/file] - Auto landing. It's played as a positioned event unlike the rest of landing sounds in cockpitaudio/ section which are queried as cockpit sounds. FIXME Currently played with probability 0.5 instead of cockpitaudio/docking_complete
    • "automatic_landing_zone.wav" (default)
  • damage_factor_for_sound [float] - How much of damage to armor should be done to make a sound.
    • .001 (default)
  • buzzing_needs_afterburner [boolean] - Engine sound: with afterburner only / always.
    • false (default)
  • afterburner_gain [float] - Engine sound gain.
    • .5 (default)
  • buzzing_time [float] - Buzzing-by period.
    • 5 (default)
  • buzzing_distance [float] - Buzzing-by distance. If another unit flies closer than this, a buzz is produced.
    • 5 (default)

FIXME

"unitaudio" section

  • player_tractor_cargo [string/file] - Play when cargo is tractored in by the ship.
    • "tractor_onboard.wav"
  • player_tractor_cargo_fromturret [string/file] - Played when cargo is tractored in by the ship's subunit.
    • "tractor_onboard.wav"
  • jumpleave [string/file] - Played when jumping.
    • "sfx43.wav"
  • jumparrive [string/file]
    • "sfx43.wav" (default)
  • player_armor_hit [string/file]
    • "bigarmor.wav"
  • player_hull_hit [string/file]
    • "bigarmor.wav"
  • player_shield_hit [string/file]
    • "shieldhit.wav"
  • player_afterburner [string/file] - Afterburner buzz sound.
    • "sfx10.wav" (default)
  • locking [string/file] - Locking-in-progress sound.
    • "locking.wav" (default)
  • locking_torp [string/file] - The same, but for weapons with "SPECIALMISSILE" mount flag.
    • "locking.wav" (default)
  • locking_trumps_music [boolean] - Mutes music. With comment "//enables spiffy wc2 torpedo music, default to normal though".
    • false' (default)
  • locking_torp_trumps_music [boolean] - Again, the same for weapons with "SPECIALMISSILE" mount flag.
    • false (default)
  • locked [string/file]
    • "locked.wav" (default)

default unit sounds

Default values for Sound column in units.csv or XML unit file. FIXME There are obvious flaws in current unit_xml.cpp and unit_csv.cpp, from multi-purpose variables to names discrepancy, to absent default files.

  • shield [string/file]
    • "sfx09.wav" (default) shieldhit
  • armor [string/file]
    • "sfx08.wav" (default) armorhit
    • "sfx08.wav" (default) hullhit
  • explode [string/file]
    • "sfx43.wav" (default) jump
    • "explosion.wav" (default) explode
  • cloak [string/file]
    • "sfx43.wav" (default) cloak
  • afterburner [string/file]
    • "sfx10.wav" (default) engine

"cockpitaudio" section

This section contains names of wave files that happen on these events. FIXME

"keyboard" section

FIXME

"joystick" section

  • mouse_cursor - This parameter is set to true when [Mouse glide] control is selected in setup.
    • true - In-flight control using [Mouse glide]. When enabled, warp_mouse must be set to false.
    • false (default) - Set when no mouse support is required or when warp_mouse is set to true.
  • mouse_cursor_chasecam [default:true] (false, true) - disables/enables cursor display on chase camera (default key '5')
  • mouse_cursor_pancam [default:false] (false, true) - disables/enables cursor display on pan camera (default key '6')
  • mouse_cursor_pantgt [default:false] (false, true) - disables/enables cursor display on target camera (default key '8')
  • mouse_crosshair - Mouse cursor appearance when [Mouse glide] is selected (when mouse_cursor is true).
  • crosshairs.spr (default) - If mouse_cursor is true, this file contains the image to be used as cursor. This file must be located in the ./sprites directory. See the .spr file format HowTo:Edit HUDs.
  • warp_mouse This parameter is set to true when [Mouse warp] control is selected in setup.
    • true - In-flight control using [Mouse warp]. When enabled, mouse_cursor must be set to false.
    • false - Set when no mouse support is required or when mouse_cursor is set to true.
    • Note: if no in-flight mouse control is needed, both mouse_cursor and warp_mouse must be set to false.
  • reverse_mouse_spr Used when [Mouse glide] control is selected in setup (see mouse_cursor).
    • true (default) - Invert vertical mouse axis.
    • false - Does not invert vertical mouse axis.
  • draw_vdus_from_chase_cam
    • true - Display the hud when chase view is active.
    • false (default) - does not display the hud when chase view is active.
  • draw_vdus_from_panning_cam
    • true - Display the hud when panning view is active.
    • false (default) - Does not display the hud when panning view is active.
  • draw_vdus_from_target_cam
    • true - Display the hud when target view is active.
    • false (default) - does not display the hud when target view is active.

"general" section

startup

  • pitch [float] - Default unit orientation.
    • 0 (default)
  • roll [float] - Default unit orientation.
    • 0 (default)
  • yaw [float] - Default unit orientation.
    • =roll (default)
  • galaxy [string/file] - Game universe, galaxy definition file.
    • "milky_way.xml" (default)
  • default_mission [string/file] - Default mission pathname.
    • "test/test1.mission" (default)
    • "main_menu.mission" (default vegastrike.config)
  • load_last_savegame [boolean] - Loads the savegame on start. Single-player only.
    • false (default)

miscellanneous

  • remove_impossible_downgrades [boolean] - FIXME
    • true (default)
  • PercentageSpeedChangeToFaultSearch [float] - FIXME Related to minimum course deviation to scramble cargo manifest.
    • .5 (default)
  • dockingtime [float] - How long the landing clearance stays.
    • 20 (default)
  • fuel_docking_fee [float] - If a ship is refueled due to physics/MinimumWarpCapToRefuelDockeesAutomatically, take this much credits.
    • 0 (default)
  • docking_fee [float] - Take this much credits upon landing.
    • 0 (default)

"AI" section

communication

  • CommResponseTime [float] - An average time of communication message processing.
    • 3 (default)
    • > 0.001 (enforced minimum)
  • talking_faster_helps [boolean]
    • true (default) - Spamming messages helps to adjust relations.
    • false - Unit will not react if it did not answer previous messages.
  • talk_relation_factor [float] - The multiplier for relation adjustments from communications.
    • 0.5 (default)

docking

  • can_dock_to_enemy_base [boolean] - Allows docking to bases even if below min_docking_relationship
    • true (default)
  • min_docking_relationship [float] - Can't dock if the receiving ship's relation with visitor is worse than this value.
    • -.002 (default)
  • DockedToScript [string/file] - Python script executed every time an unit docks, with the docking ship as ScratchUnit and the base as its target.
    • "" (default)
  • dock_to_area [boolean] - Docking doesn't fail.
    • false

maneuvers

What XAI scripts really do depends on this.

  • use_afterburner [boolean] - Hardcoded AI scripts are allowed to use afterburner for most basic maneuvers.
    • true (default)
  • use_afterburner_to_follow - Hardcoded AI scripts are allowed to use afterburner to approach the target in maneuvers such as AfterburnTurnTowards[ITTS]. The afterburner should be also allowed in use_afterburner for sub-maneuvers.
    • true (default)
  • use_afterburner_to_run - Hardcoded AI scripts are allowed to use afterburner to run away via AfterburnTurnAway maneuver. FIXME Currently seems to be defunct: will try to afterburn anyway if the afterburner is allowed by use_afterburner, but uses an order that will not afterburn if prohibited by use_afterburner.
    • true (default)
  • evasion_angle [float] - The angle AI turns while evading, via EvadeWavy maneuver.
    • 45 (default)
  • loop_around_distance [float] - The common multiplier for distances (also proportional to the sum of the unit's and target's sizes) in LoopAround[Agro] orders.
    • 1 (default)
  • loop_around_destination_distance [float] - One of trajectory-forming range multipliers for orders LoopAround[Agro].
    • 20.0 (default)
  • loop_around_destination_vertical [float] - One of trajectory-forming range multipliers for orders LoopAround[Agro].
    • 4.0 (default)
  • loop_around_destination_lateral [float] - One of trajectory-forming range multipliers for orders LoopAround[Agro].
    • 4.0 (default)
  • gun_range_percent_ok [float] - Multiplier to the gun range affecting the preferred distance for orders LoopAround[Agro] and FacePerpendicular.
    • 0.66 (default)
  • loop_around_pursuit_velocity_percent [float] - Velocity adjustment rate for orders LoopAround and FacePerpendicular.
    • 0.9 (default)
  • roll_order_duration [float] - Duration of steering to the max done by the orders RollLeftHard and RollRightHard.
    • 5.0 (default)

relations

  • kill_factor [float] - How much relations with a faction is affected by killing their units.
    • 0.2 (default)
  • friend_factor [float] - How much relations with a faction is affected by killing other units (proportional to their relations).
    • 0.1 (default)

miscellaneous

  • dockOnLoad [boolean] - Whether the player's ship is docked upon loading. No efffect in network game.
    • true (default)
  • eject_attacks [boolean] - Whether ejected pilots has aggresive AI.
    • false (default)

"Targetting" subsection

  • EscortDistance [float] - The base distance from the leader unit AI will try to reach while executing "form on my wing" and "prepare for tractoring" orders: this value times the sum of leader's and unit's sizes.
    • 10 (default)
  • TurnLeaderDist [float] - FIXME Another distance multiplier used to execute "form on my wing", "prepare for tractoring" and "pick up an ejected pilot" orders.
    • 5 (default)


"Firing" subsection

  • MissileProbability [float] - How likely AI is to fire a missile, if it's already locked. Appliable to turrets as well.
    • 0.01 (default)
  • Aggressivity [float] - FIXME
    • 15 (default)
  • TurretDotCutoff [float] - How much the turret should be turned toward the target to make an attack decision. The dot product of a turret's normal (or it seems so) and the vector to a target is compared to this value, hence the name.
    • .4 (default)
  • InWeaponRange [float] - How close relative to a weapon's range the target should be to make an attack decision.
    • 1.2 (default)

"cargo" section

  • filter_expensive_cargo [boolean] - Filter from the upgrades list all cargo too expensive to buy.
    • false (default)
  • min_cargo_price [float] - Absolute minimum value of cargo.
    • 0.01 (default)
  • max_price_quant_adj [float] - FIXME
    • 5 (default)
  • min_price_quant_adj [float] - FIXME
    • 1 (default)
  • price_quant_adj_power [float] - FIXME
    • 1 (default)
  • price_recenter_factor [float] - Weight for averaging random prices. With 0 random deviation is full, with 1 it will be halved, etc.
    • 0 (default) - Cargo Price = Basic pricemaster_part_list.csv * (priceunits.csv - pricestddevunits.csv) + 2*(0..1)*pricestddevunits.csv FIXME - which is wrong.
  • space_junk_price [float] - Default price for "Space junk".
    • 10 (default)
  • news_from_cargolist [boolean] - Generate news from mission list as opposed to saved games. Disabled in network games.
    • false (default)


"physics" section

autopilot and teleport

  • ai_pilot_when_in_turret [boolean] - Switching to turret will let AI pilot the ship, just like switching to another ship does.
    • true (in default vegastrike.config)
    • false (default)
  • autopilot_terminate [boolean] - Autopilot stops at a distance from the destination defined in auto_pilot_termination_distance or auto_pilot_termination_distance_enemy.
    • true (default)
  • auto_pilot_termination_distance [float] - Distance to the destination. It takes into account the closest docking port (if any), which for planets adds planet_port_min_size*radius.
    • 6000 (default)
  • auto_pilot_termination_distance_enemy [float]
    • 24000 (default) FIXME (default) for autopilot. Used if the destination targets the unit
    • =auto_pilot_termination_distance FIXME (default) for insystem jumps. Seriously, it's defined through another variable.
  • can_auto_through_planets [boolean] - Used only if insystem_jump_or_timeless_auto-pilot is true and teleport_autopilot is false.
    • true (default)
  • insystem_jump_cost [float] - Multiplier for basic jump energy (100), if insystem_jump_or_timeless_auto-pilot is true.
    • 0.1 (default)
  • insystem_jump_or_timeless_auto-pilot [boolean] - Whether local teleport is allowed.
    • false (default)
  • teleport_autopilot [boolean] - Teleport, used only if insystem_jump_or_timeless_auto-pilot is true.
    • true (default)
  • friendly_auto_radius [float] - Conditional distance adjustment for autopilot.
    • 00 (default)
  • neutral_auto_radius [float] - Conditional distance adjustment for autopilot.
    • 0 (default)
  • hostile_auto_radius [float] - Conditional distance adjustment for autopilot.
    • 1000 (default)
  • min_asteroid_distance [float] - Conditional distance adjustment for autopilot.
    • -100 (default)

auto-docking

  • AutoLandingExcludeList [string] - Won't perform auto-landing on units with this in their names. List separated with spaces.
    • "" (default)
  • AutoLandingExcludeWarningList [string] - Will warn when approach within AutoLandingWarningDistance of units with this in their names. List separated with spaces.
    • "" (default)
  • AutoLandingDockDistance [float] - FIXME
    • 50 (default)
  • AutoLandingWarningDistance [float] - Units tells graphics/automatic_landing_zone_warning_text to a ship approaching within the distance if they are not excluded.
    • 350 (default)
  • AutoLandingMoveDistance [float] - Unit is moved this far if trying to auto-dock after warnings.
    • 50 (default)
  • AutoLandingDisplaceDistance [float] - Capture zone of auto-landing ports.
    • 50 (default)
  • unit_default_autodock_radius [float] - The unit radius for auto-docking. If a planet, its radius is unsed instead.
    • 0 (default)
  • use_unit_autodock_radius [boolean] - Whether to add the unit's radius to unit_default_autodock_radius
    • false (default)
  • unit_collision_docks [boolean] - Collision of player's ship with a base docks the ship without damage.
    • false (default)
  • only_hangar_collision_docks [boolean] - Only the base's dock areas work in unit_collision_docks.
    • false (default)

collisions

  • cargo_deals_collide_damage [boolean] - Whether moving cargo containers are dangerous. When tractors are used, it should be picked up before collision anyway, just like ships.
    • false (default)
  • collision_avoidance_hack_distance [float] - FIXME
    • 10000 (default)
  • front_collision_avoidance_hack_angle [float] - Angle (degrees) where front_collision_avoidance_hack_distance applies.
    • 40 (default)
  • front_collision_avoidance_hack_distance [float] - FIXME In front_collision_avoidance_hack_angle cone, applied instead of collision_avoidance_hack_distance, if greater.
    • 200000 (default)
  • collision_inertial_time [float] - Collision panic time: a ship tries to match velocity and un-ram if collided with another unit, overriding the flight computer but not manual thrust. Also, lights "Collision" gauge in cockpit.
    • 1.25 (default)
  • collisionDamageToAI [boolean] - Whether the damage applies at all if neither colliding unit is player ship or a missile. Comment: //HACK: Stupid AI ships always crash into each other.
    • false (default)
  • inelastic_scale [float] - How elastic unit-unit collisions are. With 0 units will stick and suffer maximum damage, with 1 units will bounce and take no damage.
    • .8 (default)
  • maxCollisionForceMultiplier [float] - How hard collisions move a ship. //value, in seconds of desired maximum recovery time
    • 5 (default)
  • maxCollisionTorqueMultiplier [float] - How hard collisions turn a ship. //value, in seconds of desired maximum recovery time
    • 0.67 (default)
  • minimum_time_between_recorded_player_collisions [float] - Prevents uncontrollable bouncing for player. Changes only torque/force effect, but not elastic rebound or damage.
    • 0.1 (default)
  • no_unit_collisions [boolean] - Units are not checked for collision, just like killed units.
    • false (default)
  • smallest_subunit_to_collide [float] - The smallest subunit radial size to check for collision.
    • 0.2 (default)
  • sphere_collision [boolean] - Whether units' ray collision checks (collision with ray / bolt) are simplified by skipping extra collision trees when the sphere is not hit. FIXME This can miss things like subunits sticking out.
    • true (default)
  • collision_damage_scale [float] - Scaling damage from collisions.
    • 1.0 (default)

ejected cargo and pilots

  • cargo_live_time [float] - Cargo containers' autonomy time.
    • 600 (default)
  • eject_cargo_speed [float] - Ejection speed multiplier.
    • 1 (default)
  • eject_distance [float] - How far cargo and pilots spawn if ejected from the ship with dock.
    • 20 (default)
  • eject_live_time [float] - How much time ejected pilots have.
    • 0 (default - server)
    • 200 (default - not server)
  • use_cargo_mass [boolean] - Ship mass properly inreases when cargo is added and decreases when cargo is removed.
    • true (default)

killed units

  • debris_time [float] - Lifetime of debris from exploding units.
    • 500 (default)
  • eject_cargo_on_blowup [float] - Part of cargo ejected from exploding units. FIXME Should do nothing if 0, but the cargo appears anyway. Possibly drops upgrades listed in cargo.
    • 0 (default)
  • explosion_damage_center [float] - Scaling multiplier for damage radius of exploding units.
    • 1 (default)
  • eject_cargo_percent [float] [0..1] - Probability of a cargo item being dropped on kill. Not actually %.
    • 1 (default)
  • max_dumped_cargo [integer] - Maximum cargo items dropped on kill.
    • 15 (default)
  • hull_damage_to_eject [float] - Damage (negative, i.e. overkill value) preventing pilot auto-ejection.
    • 100 (default)
  • autoeject_percent [float] [0..1] - Probability of pilot auto-ejection on kill. Not actually %.
    • .5 (default)
  • player_autoeject [boolean] - Whether pilot auto-ejection works on player ships.
    • true (default)


radars

  • autotracking [float] - Default tracking cone.
    • .93 (default)
  • lock_cone [float] - Default locking cone.
    • 8 (default)
  • use_upgrade_template_maxrange [boolean] - FIXME
    • true (default)
  • capship_size [float] - Ships (but not bases) below this size are not detected beyond the radar range.
    • 500 (default)

trading and missions

  • allow_mission_abort [boolean] - Abort missions from mission computer.
    • true (default)
  • cargo_wingmen_only_with_dockport [boolean] - Whether "starships" cargo category is disabled unless the ship has dock.
    • false (default)
  • dockport_allows_ugrade_storage [boolean] - Whether "upgrades" cargo category is enabled if the ship has dock.
    • false (default)
  • starships_as_cargo [boolean] - Whether "starships" and "starship" cargo categories are enabled.
    • true (default)

upgrades and repair

  • indestructable_cargo_items [string] - List of non-damageable upgrades.
    • "" (default)
  • separate_system_flakiness_component [boolean] - FIXME handling downgrades.
    • false (default)
  • indiscriminate_system_destruction [float] - Random system damage rate.
    • .25 (default)
  • damage_chance [float] - Random system damage per hit probability rate (multiplied by damage/maxhull + definite_damage_chance ), for NPC ships.
    • .005 (default)
  • damage_player_chance [float] - Random system damage per hit probability rate (multiplied by damage/maxhull + definite_damage_chance ), for player ships.
    • .5 (default)
  • definite_damage_chance [float] - Random system damage per hit probability minimum (added to damage/maxhull).
    • .1 (default)
  • component_based_upgrades [boolean] - FIXME Controls the way upgrades are repaired.
    • false (default)
    • true (in default vegastrike.config)
  • hud_repair_unit [float] - HUD functionality repair per tick.
    • .25 (default) - 4 steps from total damage to okay.
  • mount_repair_unit [float] - Mount functionality repair per tick.
    • .25 (default) - 4 steps from total damage to okay.
  • must_repair_to_sell [boolean] - Disallows selling upgrades while damaged, except in "EMERGENCY MODE".
    • true (default)
  • only_show_best_downgrade [boolean] - FIXME
    • true (default)
  • RepairDroidTime [float] - Period of upgrade repair ticks.
    • 180 (default)
  • RepairDroidCheckTime [float] - FIXME Does nothing, repair droid works as long as it's >0.
    • 5 (default)
  • repair_price [float] - The price of "Basic repair".
    • 5000 (default)
  • shipping_price [float] - Delivery price for ships in "My Fleet" located in other systems.
    • 50000 (default)

universe

  • density_of_rock [float] - Defines hull points and mass of celestial objects other than wormholes, after the radius is defined.
    • 3 (default)
  • density_of_jump_point [float] - Defines hull points and mass (100000 times less) of celestial objects other than wormholes, after the radius is defined.
    • 100000 (default)
  • nebula_space_drag [float] - Velocity decay rate of a nebula.
    • 0.01 (default)
  • orbit_averaging [float] - FIXME
    • 16 (default)
  • planet_ejection_stophack [float] - FIXME Maximum planet velocity.
    • 2000 (default)
    • 100000 (in default vegastrike.config)
  • planet_port_size [float]- The size of a planet's "outside dock" area, relative to its radius.
    • 1.2 (default) (in default vegastrike.config)
  • planet_port_min_size [float]- The minimum size of a planet's "outside dock" area, on top of its radius.
    • 300 (default)
  • planets_can_have_subunits [boolean] - Allows adding planetary defenses ("Defense_grid"), also allows launching fighters from planets.
    • false (default)
  • planets_always_neutral [boolean] - All planets are asigned Neutral faction.
    • true (default)

weapons and damage

  • gun_speed [float] - The adjustment factor for weapons' speed and range attributes. Both values are multiplied by this if gun_speed_adjusted_game_speed=false, otherwise adjustments are more complex.
    • 1 (default)
  • gun_speed_adjusted_game_speed [boolean] - Turns on a correction of speed and range attributes for all weapons toward the medium values (for gun_speed=1 speed <1000 is raised, otherwise lowered; range dropped to 1/8 of the value in weapon_list.xml).
    • true (in default vegastrike.config)
    • false (default)
  • missile_bounce [boolean] - Whether missiles suffer an elastic collision.
    • false (default) - Normally they detonate immediately.
  • reduce_beam_ammo [boolean] - If set, beam weapons with ammo (in current VS, only Jackhammer) will expend it. 1 charge is spent each activation, no partial ammo for shots shorter than stability time.
    • false (default)
  • special_and_normal_gun_combo [boolean] - If set, the weapon group of all guns including "Special" ones can be toggled when cycling through guns.
    • true (default)
  • kilojoules_per_unit_damage [float] - Relation between energy and hitpoints. Matters for indication and damage from inelastic collision.
    • 5400 (default)
  • tractor.scoop [boolean] - Whether tractor beams can scoop. FIXME Currently is not the same as in graphics - it affects capture.
    • true (default)
    • false (in default vegastrike.config) Scoop is done via units collision and tractor/repulsor beams are processed like non-damaging normal beams.
  • tractor.scoop_angle [float] - (radian) Width of the scoop-able cone. Corresponds to, but separate from graphics/tractor.scoop_fov
    • 0.5 (default)
  • system_damage_on_armor [boolean] - system/cargo/upgrade damage happens on armor hit instead of only hull hit.
    • false (default)
  • disabling_weapon_constant [float] - Multiplier for effect of hull hit by disabling weapons (LifeSupportFunctionality damage instead of hull damage).
    • 1 (default)

miscellaneous

  • game_accel [float] - Changed by setup program, depends on difficulty setting. Real accelerations rate is game_accel*game_speed.
    • 1 (default)
  • game_speed [float] - Changed by setup program, depends on difficulty setting.
    • 1 (default)
  • game_speed_lying [boolean] - FIXME
    • false (in default vegastrike.config)
    • true (default)
  • noSPECJUMP [boolean] - While SPEC is on, jumping and docking (both in and out) are disabled.
    • true (default)
  • undock_turn_away [boolean] - Whether a ship is turned away from the host unit when it undocks, along the line between their centers(!). Setting this to "false" helps in case of consistent death-by-collision on undocking (such as while flying big ships).
    • true (default)
  • default_shield_tightness [float] - Default shieldtight parameter for ships (affects damage FX only). Comment: "//are shields tight to the hull. zero means bubble"; currently can be set only in unit XML and de-facto replaced by shield mesh. Comment: "//BUCO! Must add shield tightness back into units.csv for great justice."
    • 0 (default)
  • simulate_while_docked [boolean] - FIXME Life continues while the unit is docked. If there's more than 1 player, it continues anyway.
    • false (default)
  • PlayerTractorabilityMask [string] - Tractorability mask additionally applied to the player's ship. "p"|"P" adds push, "i"|"I" adds tractor in, empty string gives push-only, unrecognized gives immunity.
    • "p" (default)
  • MinimumWarpCapToRefuelDockeesAutomatically [float] - An unit with warp capacitance of this value or more refills warp capacitor of a ship docksing to it. With a few extra conditions. If physics/fuel_equals_warp (a.k.a. WCfuelhack), will refill fuel instead. Also, will take general/fuel_docking_fee Cr for this. Comment: "//BUCO! This needs its own units.csv column to see how much we refill!"
    • 0 (default)
  • docking_time [float] - FIXME Docking delay? In case simulate_while_docked is false?
    • 10 (default)
  • un_docking_time [float] - FIXME
    • 180 (default)
  • jump_damage_multiplier [float] - FIXME (jump damage appears to be defunct now)
    • .1 (default)
  • max_jump_damage [float] - Absolute maximum value of jump damage. FIXME (jump damage appears to be defunct now)
    • 100 (default)
  • dock_with_clear_planets [boolean] - FIXME
    • true (default)
  • maxNPCrot [float] - Maximum rotation rate for a NPC unit.
    • 360 (default)
  • maxplayerrot [float] - Maximum rotation rate for a player starship.
    • 24 (default)
  • warpbleed [float] - Divisor for SPEC and insystem jump costs. Power consumed is insystem_jump_cost * jump.energy=100 / warpbleed per second.
    • 20 (default)
  • fuel_equals_warp [boolean] - Whether warpenergy = fuel. Internally named "WCfuelhack".
    • false (default)
  • FMEC_exit_vel [float] - Inverse exhaust velocity (ideal).
    • 0.0000002 (default) (Vex = 1/5000000 ≈ 1/60 C) //1/5,000,000 m/s
  • DeuteriumRelativeEfficiency_Lithium [float] - Reaction efficiency. The reaction is supposed to be Li-6 + Li-6 fusion with efficiency governed by the getFuelUsage multiplier. getFuelUsage = physics/FuelUsage or physics/AfterburnerFuelUsage. Fuel consumption is ~ GetFuelUsage * FMEC_exit_vel / DeuteriumRelativeEfficiency_Lithium.
    • 1 (default)
  • LithiumRelativeEfficiency_Lithium [float] - Reaction efficiency. The reaction is supposed to be Li-6 + D fusion. Fuel consumption is ~ physics/FuelUsage * FMEC_exit_vel / LithiumRelativeEfficiency_Lithium. (for orientation thrusters)
    • 1 (default)
  • FuelUsage [float] - Multiplier for normal fuel usage.
    • 1 (default)
  • AfterburnerFuelUsage [float] - Multiplier for afterburner fuel usage.
    • 4 (default)
  • NoFuelThrust [float] - Multiplier for clamping set maximum velocity when out of fuel.
    • 0.4 (default)
  • NoFuelAfterburn [float] - Multiplier for clamping set maximum afterburner velocity (only part above set normal velocity) when out of fuel. E.g. if AB_speedlimit=2*speedlimit, defaults give 0.4*speedlimit + 0.1*(AB_speedlimit-speedlimit) = 0.5 speedlimit with afterburner.
    • 0.1 (default)
  • VariableFuelConsumption [boolean] - Whether to get afterburner fuel consumption from the unit's Afterburner_Usage_Cost instead of calculating it from thrust and AfterburnerFuelUsage - only for Type 1 (more fuel) afterburner.
    • false (default)
    • true (default vegastrike.config)
  • max_ecm [int] - Maximum ECM_Rating, which always jams missiles.
    • 4 (default)
  • max_lost_target_live_time [float] - Missile lifetime limit after ECM breaks lock.
    • 30 (default)
  • UnitTable [boolean] - Whether to save units in separate files (save dir/unit name.csv).
    • false (default) Saves the changes in the unit via XML unitwriter, currently also iterates subunits.
  • warpMaxEfVel [float] - Maximum velocity with SPEC.
    • 2960881320 (default)
    • 29202510832.6 (default vegastrike.config)
  • warpMultiplierMin [float] - Minimum warp speed multiplier. Multiplied by the ship's Warp_Min_Multiplier value.
    • 9.86960440109 (default)
    • 1 (default vegastrike.config)
  • warpMultiplierMax [float] - Maximum warp speed multiplier. Multiplied by the ship's Warp_Max_Multiplier value.
    • 300000000 (default)
    • 300000000 (default vegastrike.config)
  • combat_speed_boost [float] - Velocity governor scaling for combat mode/travel mode.
    • 100 (default)
  • shields_require_passive_recharge_maintenance [boolean] - Shields drain power to stay on. FIXME Does nothing except disabling effect of max_shield_recharge_drain and max_shield_lowers_capacitance on shield maintainance.
    • true (default)
  • max_shield_lowers_capacitance [boolean] - Whether shields value counts against caps.
    • false (default)
  • max_shield_recharge_drain [float] - FIXME If non-zero, adds extra shield drain proportional to this * shields maximum average by sectors * Shield_Efficiency. Does nothing when shields_require_passive_recharge_maintenance is on.
    • 0 (default)

"Priorities" subsection

FIXME

"economics" section

  • upgrade_sellback_price [float] - The price rate for selling ship hardware.
    • 0.5 (default)
  • ship_sellback_price [float] - The price rate for selling ships.
    • 0.5 (default)

"galaxy" section

FIXME

"player" section

FIXME

"server" section

FIXME

"network" section

FIXME

no section

  • savegame [string/file] - Default savegame to load with general/load_last_savegame.
    • "" (default)

FIXME

See also

For a complete list of variables visit CONFVAR.



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