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	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18092</id>
		<title>HowTo:Compile from SVN on Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Compile_from_SVN_on_Linux&amp;diff=18092"/>
				<updated>2011-03-19T22:17:13Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: /* Compiling */ peculiar word choice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
How to compile from SVN under Linux.&lt;br /&gt;
&lt;br /&gt;
''See also: [[HowTo:Cygwin Compiling]], [[HowTo:VCPP Compiling]], [[HowTo:Checkout SVN (Ubuntu Linux)]]''&lt;br /&gt;
&lt;br /&gt;
==Getting the SVN-files==&lt;br /&gt;
&lt;br /&gt;
* Checkout the following modules ...&lt;br /&gt;
** data package: '''data''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/data)&lt;br /&gt;
** code package: '''vegastrike''' (repository link: https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike)&lt;br /&gt;
* Visit [[HowTo:Checkout SVN]] to see how you check these modules out.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
In order to compile Vegastrike there are a few things to check:&lt;br /&gt;
* Make sure you have these packages installed ...&lt;br /&gt;
** '''make'''&lt;br /&gt;
** '''gcc'''&lt;br /&gt;
** '''automake''' at least version 1.6&lt;br /&gt;
** '''autoconf''' at least version 2.53&lt;br /&gt;
** '''X11'''...&lt;br /&gt;
** '''libpng''' + '''libpng-devel''' &amp;lt;-- libpng 3 is recommended.&lt;br /&gt;
** '''python''' and '''python-dev''' &amp;lt;-- 2.2.1&lt;br /&gt;
** '''expat''' + '''expat-devel'''&lt;br /&gt;
** '''(lib)jpeg''' + '''libjpeg-devel'''&lt;br /&gt;
** '''opengl''' (see below) (you probably already have it)&lt;br /&gt;
** '''glut''' + '''glut-devel'''&lt;br /&gt;
** '''openal''' + '''openal-devel'''&lt;br /&gt;
** '''libgtk2.0''' + '''libgtk2.0-devel'''&lt;br /&gt;
&lt;br /&gt;
This probably should do the trick in debian/ubuntu (copy and paste the entire code into terminal):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get install libpng12-0 libpng12-dev python-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev glutg3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Compiling==&lt;br /&gt;
The compile procedure should look like the following listing. Remember the configure part depends on above requirements. Though autoconf may not work, if so just skip it.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd ./vegastrike&lt;br /&gt;
./bootstrap-sh&lt;br /&gt;
./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities. Note that in the first flag there's a capital 'o', not a zero.&lt;br /&gt;
make&lt;br /&gt;
make install # [AS ROOT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* To be sure '''set the data dir''' to your vs-data dir:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-data-dir=&amp;lt;DIR&amp;gt; ........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* When using '''libpng 1.2''', &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=&amp;lt;DIR&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is needed. An example is &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--with-png-inc=/usr/include/libpng12/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you don't want to compile with '''GTK''' just turn it off, however you will not get a setup program if you do this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-gtk ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you only want the server, and want to disable all GUI components--This removes the dependency on X11, OpenGL, SDL, GLUT, OpenAL.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --disable-client ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* See [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=1147 this] thread about boost versions.  Set this option to 1.28, 1.29, 1.33, or &amp;quot;system&amp;quot; if the default does not compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./configure --with-boost=&amp;lt;VER&amp;gt; ...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will likely receive some error messages during any of these stages, especially during the configure part. If they tell you that your system is missing some development libraries, install them. How this is done depends on your Linux distribution, but we will assist you in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=5 Compiling Problems forums]. You will be left with a file called &amp;quot;config.log&amp;quot; please attach that instead of copy-and-pasting thousands of lines of error messages. It's all in this file.&lt;br /&gt;
&lt;br /&gt;
After you installed the missing libraries repeat the last (failed) step and continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The configure script currently has a bug that can cause it to incorrectly report on the absence of GLUT. If you are sure you have installed glut-devel and are still seeing this error, check  near the end of config.log to see if another library (such as libxmu or libxi) is the true culprit. [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7562]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make===&lt;br /&gt;
The final step for compiling is the make command.  The Makefile should be able to compile most of the included utilities.&lt;br /&gt;
&lt;br /&gt;
To compile mesher, for example, type:&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Running &lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt; &lt;br /&gt;
reduces memory usage while compiling because there's only one instance of make instead of two. From [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=9510 this forum thread].&lt;br /&gt;
* The step&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
make install&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
is optional as the program is quite happy running in userland.&lt;br /&gt;
&lt;br /&gt;
If you receive error without any mention of missing library (or something like) after very long line about running g++, try to set proper permissions or simply force your way through it and see whether it's your problem (if you're superuser). It looks like that:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
collect2: ld returned 1 exit status&lt;br /&gt;
make[1]: *** [vegastrike] Error 1&lt;br /&gt;
make[1]: Leaving directory `/home/username/Games/VegaStrike/vegastrike'&lt;br /&gt;
make: *** [all] Error 2&lt;br /&gt;
~/Games/VegaStrike/vegastrike$ sudo make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4185 &amp;quot;make clean/distclean&amp;quot; thread in the forum] - A quite helpful thread about the make process.&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=2&amp;amp;t=10990 &amp;quot;Ubuntu problems&amp;quot; thread in the forum] - more about little troubles linuxoids can encounter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Cygwin Compiling|Compiling with Cygwin]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Compile_on_OSX|Compiling from SVN on Mac OSX]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:HowTos|Compile from CVS]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=17946</id>
		<title>Manual:Config:Advanced:Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=17946"/>
				<updated>2010-10-03T03:26:35Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: /* Variables section */ add example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Variables}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Variables section =&lt;br /&gt;
Each variable is set between the &amp;lt;code&amp;gt;&amp;lt;variables&amp;gt;&amp;lt;/code&amp;gt; and the &amp;lt;code&amp;gt;&amp;lt;/variables&amp;gt;&amp;lt;/code&amp;gt; tags and inside its proper section tags, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;section name=&amp;quot;data&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;var name=&amp;quot;usingtemplates&amp;quot; value=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''hqtextures'''&amp;lt;/code&amp;gt; [string] - enables the ''hqtextures'' directory&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;splash&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [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.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} ''What does the next line mean?''&lt;br /&gt;
** &amp;lt;code&amp;gt;.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;: (0.0-1.0) default reflection level (1.0 = very shiny). &lt;br /&gt;
* &amp;lt;code&amp;gt;'''star_shine'''&amp;lt;/code&amp;gt; [string/file] - List of .ani files for a sun's flare effect separated by single spaces.&lt;br /&gt;
** &amp;lt;code&amp;gt;shine.ani&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''num_messages'''&amp;lt;/code&amp;gt; [float] - Sets the maximum number of communication messages shown at the same time.&lt;br /&gt;
** &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''last_message_time'''&amp;lt;/code&amp;gt; [float] - Sets the minimum time (in seconds) that a message is shown before scrolled up.&lt;br /&gt;
** &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''StretchBolts'''&amp;lt;/code&amp;gt; [float] - If &amp;gt; 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, its own Length being compensated for.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;&amp;lt;code&amp;gt;hud&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''radarType'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;WC&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.&lt;br /&gt;
** &amp;lt;code&amp;gt;Elite&amp;lt;/code&amp;gt; - 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).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Minimum target box size.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display. Allow &amp;lt;code&amp;gt;drawAllTargetBoxes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTargetsTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawAlwaysITTS&amp;lt;/code&amp;gt; .&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not display any target box or docking box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display every units in boxes (not planets, jumps).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display units in boxes except the selected one.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw a line between your ship and the selected target. Allow drawLineToTargetsTarget. Does not seem to work (on 4rd March 2004).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTargetsTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; -  Draw a line between your target and the target of your target. Does not seem to work (on 4th March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw [[Terminology:ITTS|ITTS]] line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Force [[Terminology:ITTS|ITTS]] drawing.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; - Does not seem to work (on 7th March 2004). {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;audio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;unitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cockpitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
This section contains names of wave files that happen on these events.&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;keyboard&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor'''&amp;lt;/code&amp;gt; - This parameter is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; when [Mouse glide] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse glide]. When enabled, &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; must be set to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Set when no mouse support is required or when &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_chasecam'''&amp;lt;/code&amp;gt; [default:true] (false, true) - disables/enables cursor display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pancam'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pantgt'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on target camera (default key '8')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_crosshair'''&amp;lt;/code&amp;gt; - Mouse cursor appearance when [Mouse glide] is selected (when &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;).&lt;br /&gt;
* '''&amp;lt;code&amp;gt;crosshairs.spr&amp;lt;/code&amp;gt;''' &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - If &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;, this file contains the image to be used as cursor. This file must be located in the &amp;lt;code&amp;gt;./sprites&amp;lt;/code&amp;gt; directory. See the .spr file format [[HowTo:Edit HUDs]].&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_mouse'''&amp;lt;/code&amp;gt; This parameter is set to true when [Mouse warp] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse warp]. When enabled, mouse_cursor must be set to false.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Set when no mouse support is required or when mouse_cursor is set to true.&lt;br /&gt;
** Note: if no in-flight mouse control is needed, both mouse_cursor and warp_mouse must be set to false.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reverse_mouse_spr'''&amp;lt;/code&amp;gt; Used when [Mouse glide] control is selected in setup (see mouse_cursor).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; -  Invert vertical mouse axis.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not invert vertical mouse axis.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;AI&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
===&amp;quot;&amp;lt;code&amp;gt;Targetting&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
===&amp;quot;&amp;lt;code&amp;gt;Firing&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cargo&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;physics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed'''&amp;lt;/code&amp;gt; [float]- Changed by setup program, depends on difficulty setting.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed_lying'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt; [boolean] - If set, beam weapons with ammo will expend it (currently only Jackhammer).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt; [boolean] - Turns on a correction of &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]] for all weapons toward the medium values (for &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt;=1 &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; &amp;lt;1000 is raised, otherwise lowered; &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; dropped to 1/8 of the value in &amp;lt;code&amp;gt;weapon_list.xml&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt; [float] - The adjustment factor for weapons' &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]]. Both values are multiplied by this if &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt;=&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;, otherwise adjustments are more complex.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''special_and_normal_gun_combo'''&amp;lt;/code&amp;gt; [boolean] - If set, the weapon group of all guns including &amp;quot;Special&amp;quot; ones can be toggled when cycling through guns.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;galaxy&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;server&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;network&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of variables visit [[CONFVAR]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Realism_vs_Believability&amp;diff=17945</id>
		<title>Development:Realism vs Believability</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Realism_vs_Believability&amp;diff=17945"/>
				<updated>2010-10-02T23:22:04Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: /* Believability */ grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Development]]}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There have been a number of discussions in the [http://vegastrike.sourceforge.net/forums forum] about the place of '''Realism''' in Vega Strike. This page has been added to summarize related topics and clear up some terms.&lt;br /&gt;
&lt;br /&gt;
Much of the content of this article was inspired by a [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=31090#31090 post] by [[User:Pincushionman|pincushionman]] (''thanks go to him'').&lt;br /&gt;
&lt;br /&gt;
There are more topics in the forum about realism which have likely not been searched for. If you stumble over them please add them in the &amp;quot;See also&amp;quot; section for reference.&lt;br /&gt;
&lt;br /&gt;
==The Developers' Perspectives==&lt;br /&gt;
The short version: &lt;br /&gt;
:Realism is not now, nor does it seem likely to ever be a primary goal of the Vega Strike project. Immersion is a primary goal. Immersion requires consistency, coherence, and from those, the ability to accept one's surroundings as a sufficiently believable universe. FACT: '''Reality is the most consistent, coherent and believable universe we know of''' (no matter what your friends in altered states may tell you). Reality, therefore, even if there is no goal to simulate it in accurate and robust detail, is a vital resource for two reasons: 1) anything that can be left as it is tends to not require additional effort to make it consistent with the rest of the universe, and 2) we already naturally expect many consequences of reality - via hardwiring and experience, we're driven to expect certain things to operate in particular fashions, it requires some fair amount of re-training to attain comfort with any other possible causal relations, and comfort is vital to immersiveness.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
Many people have confused the concept of '''realism''' with that of '''believability''' (or credibility). They are '''not the same thing'''. Those people who keep saying &amp;quot;''I don't want realism because it isn't fun.''&amp;quot;, while making a striking generalization of dubious accuracy, do, oddly enough, actually have an accurate idea which term means what.&lt;br /&gt;
&lt;br /&gt;
==Realism==&lt;br /&gt;
Realism is bringing real-world concepts and processes into the world being created (in this case the game world, but it could also refer to a movie environment or a book). There is one big reason why realism is difficult to pull off, especially in games. We are immersed in reality all the time, and we know what is realistic, because we see it every day. You can tell a bad magician or a poorly-photoshopped image immediately because it just doesn't look right. In games it's even more difficult because we're still short on computing power needed to properly simulate a realistic environment. However, there is, of course,  one enormous upsides to a realism based approach, if done well - the universe is guaranteed to be self-consistent.&lt;br /&gt;
&lt;br /&gt;
==Believability==&lt;br /&gt;
Believability is much more ''forgiving'', and thus often allows for the construction of universes which are more fun to inhabit or visit. Concepts of realism can be incorporated into a believable environment, and often need to be, but only to the extent that they add to the immersion (most of us aren't up to spending too many hours in a shifting surrealist landscape - we're not biologically wired for it). Whenever reality intrudes on goals, plot, mechanism, or fancy, the particular stumbling blocks are ejected from the universe and new rules are written. This tends to make simulating a believable environment a much easier task, but at the expense of making the design of such an environment much more difficult to pull off properly - people tending to notice the places where new rules and reality have been stitched together, the gaps in the creator's reasoning, and other artifacts of the construction of the universe which have been insufficiently hidden or smoothed so as to not jar the observer.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
If a person is shot in an action movie, the realistic result is he drops to the floor. But that's not fun to watch, so instead the bullet knocks them off into the water. To enhance the believability, that happens every time someone gets shot (consistency).&lt;br /&gt;
&lt;br /&gt;
In space sims, we often need to get to a planet far away. Realism would say we need anywhere from decades to millenia, a fuel tank anywhere up to the size of the moon, and the cost could well bankrupt much of human civilization, but that's not any fun. So we make up a magic super-fast-and-efficient travel system, and use it all the time. And we make up fictional documentation to back up our absurd creation.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
We still know it's not realistic, but we believe it anyway. Why? Because we want to, and, if the universe is well constructed, not only can we can believe it &amp;quot;exactly the same&amp;quot; every time (consistency) but the other causal consequences of this aberration will be ''plausible in context'' (coherence) - if one keeps having to add additional *magic* to explain a given necessary magical exception to reality, one might wish to reconsider the mechanics of the initial necessary magic. The real secret to making a believeable environment is to take advantage of just enough of what reality does give us to help our immersion, then make up stuff to keep people interested, and use that made-up stuff in a way that is consistent throughout the entire game experience, offer &amp;quot;believable&amp;quot; (again NOT realistic) explanations in case people DO question it, and use this made-up material in such a way that the people playing WANT TO BELEIVE IT.&lt;br /&gt;
&lt;br /&gt;
It's called '''willing suspension of disbelief''', people. That's the secret. NOT realism (at least per se).&lt;br /&gt;
&lt;br /&gt;
==End note==&lt;br /&gt;
There's another big strike against excessive realism and games -- real life is (most of the time) boring!  People play games to get away from the dull regions of reality, not to become more immersed in them. Games must therefore have a &amp;quot;higher density&amp;quot; of non-dull than reality. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=31090#31090 forum post] by [[User:Pincushionman|pincushionman]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Development|Realism vs Believability]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings:Joystick&amp;diff=17944</id>
		<title>Manual:Config:Advanced:Bindings:Joystick</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings:Joystick&amp;diff=17944"/>
				<updated>2010-10-02T18:23:01Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: /* See also */ spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Bindings:Joystick}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings:Mouse|Config:Advanced:Bindings:Mouse]]&lt;br /&gt;
| up=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Variables|Config:Advanced:Variables]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Joystick Configuration==&lt;br /&gt;
&lt;br /&gt;
This page provides working examples of different joystick configurations, showing how each button has been bound to operate a single Vega Strike function.&lt;br /&gt;
&lt;br /&gt;
If a Joystick Configuration matches your joystick, you can edit copy the configuration here into your vegastrike config file.&lt;br /&gt;
&lt;br /&gt;
===JOYSTICK: bind===&lt;br /&gt;
&lt;br /&gt;
====Sample====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind joystick=&amp;quot;0&amp;quot; player=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
* &amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt; - Number of the joystick.&lt;br /&gt;
* &amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt; - for which player is the command specified? (this is useful when you have more than one joystick that you wish to configure for the same user)&lt;br /&gt;
* &amp;lt;code&amp;gt;button&amp;lt;/code&amp;gt; - Number of the button on the joystick.&lt;br /&gt;
* &amp;lt;code&amp;gt;modifier&amp;lt;/code&amp;gt; - {{Fixme}} ''? no clue ?''&lt;br /&gt;
* &amp;lt;code&amp;gt;command&amp;lt;/code&amp;gt; - Specify the command to start when the button is pressed here. See [[Manual:Keyboard layout|Keyboard layout]] for description and a list of commands.&lt;br /&gt;
&lt;br /&gt;
===JOYSTICK: axis===&lt;br /&gt;
&lt;br /&gt;
====Sample====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;axis name=&amp;quot;x&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; - Name of the axis (in the game) to bind (&amp;lt;code&amp;gt;x,y,z,throttle&amp;lt;/code&amp;gt;)&lt;br /&gt;
* &amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt; - Number of the joystick.&lt;br /&gt;
* &amp;lt;code&amp;gt;axis&amp;lt;/code&amp;gt; - Number of axis of the joystick.&lt;br /&gt;
* &amp;lt;code&amp;gt;inverse&amp;lt;/code&amp;gt; - Set this to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if you want to inverse the axis direction and to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; if not.&lt;br /&gt;
&lt;br /&gt;
===ANALOG COOLIHAT/HATSWITCH===&lt;br /&gt;
[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=17017#17017 forum link 1]&lt;br /&gt;
&lt;br /&gt;
====Sample====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;axis name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;0&amp;quot; margin=&amp;quot;0.15&amp;quot; joystick=&amp;quot;1&amp;quot; axis=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;hatswitch value=&amp;quot;-1.0&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;hatswitch value=&amp;quot;-0.6&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;hatswitch value=&amp;quot;-0.19&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;hatswitch value=&amp;quot;0.1&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/axis&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once defined, analog hatswitches have their own number, and their &amp;quot;buttons&amp;quot; (positions) are defined independently of joysticks.  When creating your &amp;lt;nowiki&amp;gt;&amp;lt;bind&amp;gt;&amp;lt;/nowiki&amp;gt; tags, make sure you do not specify a joystick number (e.g. ''joystick=&amp;quot;0&amp;quot;''); this will bind buttons on the joystick rather than positions on the hatswitch.&lt;br /&gt;
&lt;br /&gt;
'' '''Note:''' Analog hatswitch support is not working as of the Vega Strike 0.4.3 release.  This has been fixed in the CVS tree as of 2005-07-30.  To add analog hatswitch support to Vega Strike 0.4.3, check out the &amp;quot;vegastrike_0_4_3&amp;quot; tag, then update the &amp;quot;in_sdl.cpp&amp;quot; file to CVS version 1.30.''&lt;br /&gt;
&lt;br /&gt;
===DIGITAL COOLIHAT/HATSWITCH===&lt;br /&gt;
[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=17017#17017 forum link]&lt;br /&gt;
&lt;br /&gt;
====Sample====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;up&amp;quot; command=&amp;quot;ABKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
* &amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt; - Number of the joystick.&lt;br /&gt;
* &amp;lt;code&amp;gt;digital-hatswitch&amp;lt;/code&amp;gt; - Number of the digital hatswitch.&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt; - Direction (-button) of digital hatswitch.&lt;br /&gt;
**Possible values: &amp;quot;center&amp;quot;, &amp;quot;up&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;down&amp;quot;, &amp;quot;rightup&amp;quot;, &amp;quot;rightdown&amp;quot;, &amp;quot;leftup&amp;quot;, &amp;quot;leftdown&amp;quot;&lt;br /&gt;
* &amp;lt;code&amp;gt;command&amp;lt;/code&amp;gt; - Specify the command to start when the button is pressed here. See [[Manual:Keyboard layout|Keyboard layout]] for description and a list of commands.&lt;br /&gt;
&lt;br /&gt;
'' '''Note:''' Digital hatswitches will &amp;quot;chord&amp;quot;.  If you supply commands for &amp;quot;left&amp;quot;, &amp;quot;up&amp;quot;, and &amp;quot;leftup&amp;quot;, moving the hatswitch to the upper left will activate all three commands.''&lt;br /&gt;
&lt;br /&gt;
'' '''Note (2):''' Digital hatswitch support is disabled by default in the CVS tree.  To enable it, edit your vegastrike.config and set &amp;quot;debug_digital_hatswitch&amp;quot; to &amp;quot;true&amp;quot;.  Be warned that this will send lots of debugging text to the console.  Also, you cannot currently bind commands to &amp;quot;center&amp;quot;.  Both bugs have been submitted with a patch and may be resolved soon.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===DIGITAL AXES/D-PAD AS HATSWITCH===&lt;br /&gt;
This can allow one to use a (usually digital) axis such as a D-Pad as button commands, such as camera keys, etc.&lt;br /&gt;
&lt;br /&gt;
====Sample====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;axis name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;0&amp;quot; margin=&amp;quot;0.26&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;hatswitch value=&amp;quot;-0.75&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;hatswitch value=&amp;quot;0.75&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/axis&amp;gt;&lt;br /&gt;
&amp;lt;axis name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;1&amp;quot; margin=&amp;quot;0.26&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;hatswitch value=&amp;quot;-0.75&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;hatswitch value=&amp;quot;0.75&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/axis&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; command=&amp;quot;Cockpit::YawLeft&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; command=&amp;quot;Cockpit::YawRight&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind hatswitch=&amp;quot;1&amp;quot; button=&amp;quot;0&amp;quot; command=&amp;quot;Cockpit::PitchDown&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind hatswitch=&amp;quot;1&amp;quot; button=&amp;quot;1&amp;quot; command=&amp;quot;Cockpit::PitchUp&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
In &amp;lt;axis&amp;gt; tags:&lt;br /&gt;
* &amp;lt;code&amp;gt;axis&amp;lt;/code&amp;gt; - Number of the joystick axes for up/down and left/right.&lt;br /&gt;
* &amp;lt;code&amp;gt;margin&amp;lt;/code&amp;gt; - basically, you want this to include 1.0 and -1.0, but not 0.0 when adding hatswitch-value +/- margin&lt;br /&gt;
* &amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt; - 0=down/left, 1=up/right&lt;br /&gt;
In &amp;lt;bind&amp;gt; tags:&lt;br /&gt;
* &amp;lt;code&amp;gt;hatswitch&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nr&amp;lt;/code&amp;gt; - Number of the two defined &amp;quot;hatswitches&amp;quot;.&lt;br /&gt;
* &amp;lt;code&amp;gt;button&amp;lt;/code&amp;gt; - 0=down/left, 1=up/right&lt;br /&gt;
* &amp;lt;code&amp;gt;command&amp;lt;/code&amp;gt; - Specify the command to start when the button is pressed here. See [[Manual:Keyboard layout|Keyboard layout]] for description and a list of commands.&lt;br /&gt;
&lt;br /&gt;
==Joystick Examples==&lt;br /&gt;
'''Please insert your working configs here.'''&lt;br /&gt;
&lt;br /&gt;
=== Microsoft SideWinder Force Feedback Pro ===&lt;br /&gt;
(may work for other sidewinder-joysticks as well)&lt;br /&gt;
&lt;br /&gt;
==== Add the joystick-name to the dropdown menu ====&lt;br /&gt;
add &amp;lt;code&amp;gt;joy_ffp&amp;lt;/code&amp;gt;&lt;br /&gt;
to the line&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
like this&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev joy_ffp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Add the description text ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#desc joy_ffp Microsoft SideWinder Force Feedback Pro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Make the joystick the current one ====&lt;br /&gt;
edit the &amp;lt;code&amp;gt;#set Joystick xxxx&amp;lt;/code&amp;gt; line to &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#set Joystick joy_ffp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Binding code ====&lt;br /&gt;
Place the code below above the &amp;lt;code&amp;gt;&amp;lt;/bindings&amp;gt;&amp;lt;/code&amp;gt; line in the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} ''Attention: This bindings may not work under linux ... at least it doesn't for me since i switched. Help is always welcome.''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_ffp --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Joystick:Microsoft SideWinder Force Feedback Pro:BEGIN--&amp;gt;&lt;br /&gt;
&amp;lt;!-- buttons:BEGIN --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; player=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;  &amp;lt;!-- stick:fire key --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;          &amp;lt;!-- stick:left key --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;           &amp;lt;!-- stick:top right key --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PickTargetKey&amp;quot; /&amp;gt;       &amp;lt;!-- stick:bottom right key --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;               &amp;lt;!-- socket:&amp;quot;A&amp;quot; key --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot; /&amp;gt;           &amp;lt;!-- socket:&amp;quot;B&amp;quot; key --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot; /&amp;gt;          &amp;lt;!-- socket:&amp;quot;C&amp;quot; key --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;            &amp;lt;!-- socket:&amp;quot;D&amp;quot; key --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SheltonKey&amp;quot; /&amp;gt;          &amp;lt;!-- not used? --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot; /&amp;gt;            &amp;lt;!-- socket:shift key --&amp;gt;&lt;br /&gt;
&amp;lt;!-- buttons:END --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- axes:BEGIN --&amp;gt;&lt;br /&gt;
 &amp;lt;axis name=&amp;quot;x&amp;quot;        joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt; &amp;lt;!-- stick:left/right --&amp;gt;&lt;br /&gt;
 &amp;lt;axis name=&amp;quot;y&amp;quot;        joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt; &amp;lt;!-- stick:up/down --&amp;gt;&lt;br /&gt;
 &amp;lt;axis name=&amp;quot;z&amp;quot;        joystick=&amp;quot;0&amp;quot; axis=&amp;quot;3&amp;quot; inverse=&amp;quot;true&amp;quot; /&amp;gt;  &amp;lt;!-- stick:roll left/right --&amp;gt;&lt;br /&gt;
 &amp;lt;!-- &amp;lt;axis name=&amp;quot;throttle&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;2&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt; not working in 0.4.x --&amp;gt;   &amp;lt;!-- socket:throttle --&amp;gt;&lt;br /&gt;
 &amp;lt;!--vvv throttle axis vvvv--&amp;gt;&lt;br /&gt;
 &amp;lt;axis name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;0&amp;quot; margin=&amp;quot;0.25&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;2&amp;quot; inverse=&amp;quot;false&amp;quot;&amp;gt; &amp;lt;!-- socket:throttle --&amp;gt;&lt;br /&gt;
   &amp;lt;hatswitch value=&amp;quot;-1.0&amp;quot;/&amp;gt;&lt;br /&gt;
   &amp;lt;hatswitch value=&amp;quot;-0.5&amp;quot;/&amp;gt;&lt;br /&gt;
   &amp;lt;hatswitch value=&amp;quot;0.5&amp;quot;/&amp;gt;&lt;br /&gt;
   &amp;lt;hatswitch value=&amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;/axis&amp;gt;&lt;br /&gt;
 &amp;lt;!-- axes:END --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- throttle-bindings:BEGIN --&amp;gt;&lt;br /&gt;
 &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;!-- throttle-bindings:END --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- hatswitch:BEGIN --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;up&amp;quot;     command=&amp;quot;Cockpit::Inside&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;left&amp;quot;   command=&amp;quot;Cockpit::InsideLeft&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;center&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;right&amp;quot;  command=&amp;quot;Cockpit::InsideRight&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;down&amp;quot;   command=&amp;quot;Cockpit::InsideBack&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;!-- hatswitch:END --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Joystick:Microsoft SideWinder Force Feedback Pro:END--&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Microsoft SideWinder Force Feedback 2 (USB) ===&lt;br /&gt;
&lt;br /&gt;
==== Linux 2.4 ====&lt;br /&gt;
:''(tested kernels: 2.4.27)''&lt;br /&gt;
&lt;br /&gt;
This model shows up in Linux as having 11 axes and 20 buttons, but only nine buttons and six axes are used, two of which are for the pseudo-analog hatstick (which is really effectively digital).&lt;br /&gt;
&lt;br /&gt;
The hatswitch configuration is special here.  The configuration below uses a &amp;quot;return to center&amp;quot; system, where releasing the hatswitch returns to standard cockpit view.  Hence, the obvious way would be to define a centered axis (0) as returning to Cockpit::Inside.  But when this was defined for ''both'' axes, it didn't work; pressing left or right would only flicker in that direction, instantly returning to center even if the hatswitch was held.  This is because ''horizontal'' movement of the hatswitch (away from center) somehow also triggers ''vertical'' movement events, even if the vertical axis has not changed.  The vertical centering was cancelling out the left-right movement.&lt;br /&gt;
&lt;br /&gt;
By defining the return-to-center behaviour '''only''' on the horizontal movement, everything works perfectly: Horizontal movement is unimpeded by vertical movement events, and returning the vertical axis to center somehow also triggers a centered horizontal event, returning the view to the inside.  The cause of this inconsistency is unknown, but the effect is exactly as desired.&lt;br /&gt;
&lt;br /&gt;
Once the myriad axes are out of the way, the buttons are exceedingly simple; the first eight buttons (0 through 7) map directly to the stick buttons.  Button #11 is a special virtual button that is &amp;quot;pressed&amp;quot; when the hand leaves the stick (via an optical sensor).  Docking at a space station is the most logical use for this &amp;quot;button&amp;quot;, since that's when the user will want to let go of the joystick anyway; aside from saving a keypress, it's also good for amazing any onlookers with the user's &amp;quot;magic&amp;quot; joystick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_ff2 --&amp;gt;&lt;br /&gt;
 &amp;lt;!-- Trigger button (1) and labelled buttons 2 through 8, in order. --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; player=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PickTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SheltonKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;!-- The special button triggered when the hand leaves the stick. --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;11&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DockKey&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!-- The axes aren't sequential; many are unused. --&amp;gt;&lt;br /&gt;
 &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; name=&amp;quot;x&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; name=&amp;quot;y&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;4&amp;quot; name=&amp;quot;z&amp;quot; inverse=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;5&amp;quot; name=&amp;quot;throttle&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!-- Hatswitch left-right movement. --&amp;gt;&lt;br /&gt;
 &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;6&amp;quot; name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;0&amp;quot; margin=&amp;quot;0.5&amp;quot; inverse=&amp;quot;false&amp;quot;&amp;gt;&lt;br /&gt;
   &amp;lt;hatswitch value=&amp;quot;-1.0&amp;quot;/&amp;gt;&lt;br /&gt;
   &amp;lt;hatswitch value=&amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
   &amp;lt;hatswitch value=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;/axis&amp;gt;&lt;br /&gt;
 &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!-- Hatswitch up-down movement. --&amp;gt;&lt;br /&gt;
 &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;7&amp;quot; name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;1&amp;quot; margin=&amp;quot;0.5&amp;quot; inverse=&amp;quot;false&amp;quot;&amp;gt;&lt;br /&gt;
   &amp;lt;hatswitch value=&amp;quot;-1.0&amp;quot;/&amp;gt;&lt;br /&gt;
   &amp;lt;hatswitch value=&amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;/axis&amp;gt;&lt;br /&gt;
 &amp;lt;bind hatswitch=&amp;quot;1&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Behind&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind hatswitch=&amp;quot;1&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Linux 2.6 ====&lt;br /&gt;
:''(tested kernels: 2.6.10, 2.6.11, 2.6.12)''&lt;br /&gt;
&lt;br /&gt;
Things become much simpler in Linux 2.6.  The hatswitch is actually recognised as a digital hatswitch, and the virtual &amp;quot;hand off joystick&amp;quot; button becomes button 8, right after the eight physical buttons.  On the other hand, the throttle and twist axes numbers actually move to ''higher'' numbers.  Still, things get simpler overall.&lt;br /&gt;
&lt;br /&gt;
The stick's reported properties vary greatly between kernel versions:&lt;br /&gt;
* '''2.6.10:''' 18 axes, 15 buttons, 1 hat &lt;br /&gt;
* '''2.6.12:''' 12 axes, 9 buttons, 1 hat &lt;br /&gt;
Apparently, the device code is still being worked on, but it seems the detection is getting closer and closer to the truth.&lt;br /&gt;
&lt;br /&gt;
Below is the exact same configuration as above, but adapted for the 2.6 series of kernels:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_ff2 --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; player=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PickTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SheltonKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DockKey&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; name=&amp;quot;x&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; name=&amp;quot;y&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;5&amp;quot; name=&amp;quot;z&amp;quot; inverse=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;6&amp;quot; name=&amp;quot;throttle&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;up&amp;quot; command=&amp;quot;Cockpit::Behind&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;down&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;left&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;right&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;center&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Microsoft SideWinder Precision 2 (USB) ===&lt;br /&gt;
Tested under Windows XP Home. Digital coolihat/hatswitch left un-assigned.&lt;br /&gt;
&lt;br /&gt;
==== Add the joystick-name to the dropdown menu ====&lt;br /&gt;
add &amp;lt;code&amp;gt;joy_msswp2&amp;lt;/code&amp;gt;&lt;br /&gt;
like this&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev joy_msswp2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Add the description text ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#desc joy_msswp2 Microsoft SideWinder Precision 2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Make the joystick the current one ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#set Joystick joy_msswp2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Binding code ====&lt;br /&gt;
Place the code below above the &amp;lt;code&amp;gt;&amp;lt;/bindings&amp;gt;&amp;lt;/code&amp;gt; line in the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_msswp2 --&amp;gt;&lt;br /&gt;
   &amp;lt;!-- Joystick:Microsoft SideWinder Precision 2:BEGIN--&amp;gt;&lt;br /&gt;
      &amp;lt;!-- buttons:BEGIN --&amp;gt;&lt;br /&gt;
         &amp;lt;bind joystick=&amp;quot;0&amp;quot; player=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;  &lt;br /&gt;
         &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;          &lt;br /&gt;
         &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PickTargetKey&amp;quot; /&amp;gt;       &lt;br /&gt;
         &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;LockTargetKey&amp;quot; /&amp;gt;       &lt;br /&gt;
         &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;           &lt;br /&gt;
         &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot; /&amp;gt;           &lt;br /&gt;
         &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot; /&amp;gt;          &lt;br /&gt;
         &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SheltonKey&amp;quot; /&amp;gt;         &lt;br /&gt;
      &amp;lt;!-- buttons:END --&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
      &amp;lt;!-- axes:BEGIN --&amp;gt;&lt;br /&gt;
         &amp;lt;axis name=&amp;quot;x&amp;quot;        joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt; &lt;br /&gt;
         &amp;lt;axis name=&amp;quot;y&amp;quot;        joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt; &lt;br /&gt;
         &amp;lt;axis name=&amp;quot;z&amp;quot;        joystick=&amp;quot;0&amp;quot; axis=&amp;quot;3&amp;quot; inverse=&amp;quot;true&amp;quot; /&amp;gt;  &lt;br /&gt;
         &amp;lt;axis name=&amp;quot;throttle&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;2&amp;quot;/&amp;gt; &lt;br /&gt;
      &amp;lt;!-- axes:END --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;!-- Joystick:Microsoft SideWinder Precision 2:END--&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== USB Saitek Cyborg 3D ===&lt;br /&gt;
 4-axis/8-buttons/1-hatswitch stick + CH pedals on a gameport &lt;br /&gt;
&lt;br /&gt;
http://vegastrike.sourceforge.net/forums/viewtopic.php?p=12580#12580&lt;br /&gt;
forum link&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_cyborg3d --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Joystick:USB Saitek Cyborg 3D (4 axis 10 button 1 hatswitch):BEGIN --&amp;gt;&lt;br /&gt;
&amp;lt;!-- buttons:BEGIN --&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; player=&amp;quot;0&amp;quot;  button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;1&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;2&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;3&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;4&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;PickTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;5&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;6&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;SheltonKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;7&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;8&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::NavScreen&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;9&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;10&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;11&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;12&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;13&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;!-- buttons:END --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- axes:BEGIN --&amp;gt;&lt;br /&gt;
  &amp;lt;axis name=&amp;quot;x&amp;quot; joystick=&amp;quot;1&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;axis name=&amp;quot;y&amp;quot; joystick=&amp;quot;1&amp;quot; axis=&amp;quot;1&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;!-- &amp;lt;axis name=&amp;quot;throttle&amp;quot; joystick=&amp;quot;1&amp;quot; axis=&amp;quot;2&amp;quot;/&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- axes:END --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Joystick:USB Saitek Cyborg 3D (4 axis 10 button 1 hatswitch):END --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- gameport CH pedals:BEGIN --&amp;gt;&lt;br /&gt;
&amp;lt;!-- axes:BEGIN --&amp;gt;&lt;br /&gt;
  &amp;lt;axis name=&amp;quot;z&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;3&amp;quot; inverse=&amp;quot;true&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;!-- axes:END --&amp;gt;&lt;br /&gt;
&amp;lt;!-- gameport CH pedals:END --&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== USB Saitek Cyborg 3DII ===&lt;br /&gt;
This config has only been tested on Linux, but it is likely to work elsewhere.&lt;br /&gt;
&lt;br /&gt;
From: http://vegastrike.sourceforge.net/forums/viewtopic.php?t=8620 (GordonShomway)&lt;br /&gt;
&lt;br /&gt;
I have an old Saitek Cyborg 3DII USB. When I configured the Joystick as &amp;quot;2 axis and throttle&amp;quot; or &amp;quot;3 axis (and throttle)&amp;quot;, the throttle was on the z-axis and the twist on the leaver for the throttle.&lt;br /&gt;
&lt;br /&gt;
In order to fix this I had to change the number of the axis' as follows:&lt;br /&gt;
&lt;br /&gt;
throttle from 2 to 3.&lt;br /&gt;
&lt;br /&gt;
Here is the configuration for &amp;quot;3 axis and throttle&amp;quot;&lt;br /&gt;
 &amp;lt;axis name=&amp;quot;x&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;axis name=&amp;quot;y&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;axis name=&amp;quot;z&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;2&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;axis name=&amp;quot;throttle&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;3&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== USB Saitek AV8R-01 ===&lt;br /&gt;
4 axis/12 button/8-digital hatswitch/2 rotary control/dual throttle.&lt;br /&gt;
&lt;br /&gt;
This is the configuration for pitch/roll on primary axes, yaw on &amp;quot;twist&amp;quot; control, and main throttle on left.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;lt;axis name=&amp;quot;x&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;3&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;axis name=&amp;quot;y&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;axis name=&amp;quot;z&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;axis name=&amp;quot;throttle&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are some good button controls&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; player=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;NearestDangerousHostileKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustUp&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustDown&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissionTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustLeft&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SigTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustRight&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;10&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchLVDU&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;11&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchRVDU&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;12&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;13&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is a &amp;quot;sticky&amp;quot; hat control&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;up&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;left&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;right&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;down&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add this to make the hat control return to norma view after it is released&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   	&amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;center&amp;quot; command=&amp;quot;Cockpit::NavScreen&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
=== USB Saitek X45 ===&lt;br /&gt;
 4-axis/7-button/4-hatswitch/2 rotary control, 2 mode switch (M1,M2,M3 and AUX0-1) stick/flight control system.&lt;br /&gt;
&lt;br /&gt;
3 of the 4 hatswitches could be called like buttons. So I configured them for Cockpit Display and Weapon Selection.&lt;br /&gt;
Until now the 2 rotary controls are unused.&lt;br /&gt;
The mode switches are configured for SPEC/cloak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_saitek_x45 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Joystick:USB Saitek X45 (4 axis, 7 buttons, 4 hatswitches):BEGIN --&amp;gt;&lt;br /&gt;
&amp;lt;!-- buttons:BEGIN --&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; player=&amp;quot;0&amp;quot;  button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;4&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;5&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchRVDU&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;UnitTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;SigTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;7&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;NearestTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- button 6 is originally intended as Shift button --&amp;gt;&lt;br /&gt;
&amp;lt;!--	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;6&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::NavScreen&amp;quot; /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;8&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;CloakKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;9&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;CloakKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;10&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CloakKey&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;11&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ToggleWarpDrive&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;12&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ToggleWarpDrive&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;13&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ToggleWarpDrive&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Joystick: HatSwitch 2 (left) --&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;14&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;15&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;16&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseWeapSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;17&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseMisSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ThrottleSystem: HatSwitch 3 (back)--&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;18&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::PitchDown&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;19&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::YawLeft&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;20&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::PitchUp&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;21&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::YawRight&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ThrottleSystem: MouseCursorControl (front)--&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;22&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;23&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;24&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;25&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;!-- buttons:END --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- axes:BEGIN --&amp;gt;&lt;br /&gt;
	&amp;lt;axis name=&amp;quot;x&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;axis name=&amp;quot;y&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;axis name=&amp;quot;throttle&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;4&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;axis name=&amp;quot;z&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;3&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;!-- axes:END --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Joystick:USB Saitek X45 (4 axis, 25 buttons, 4 hatswitches):END --&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Logitech Dual Analog Gamepad ===&lt;br /&gt;
&lt;br /&gt;
==== Add the joystick-name to the dropdown menu ====&lt;br /&gt;
add &amp;lt;code&amp;gt;joy_log_dual_gp&amp;lt;/code&amp;gt;&lt;br /&gt;
to the line&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
like this&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev joy_log_dual_gp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Add the description text ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#desc joy_log_dual_gp Logitech Dual Analog Gamepad&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Make the joystick the current one ====&lt;br /&gt;
edit the &amp;lt;code&amp;gt;#set Joystick xxxx&amp;lt;/code&amp;gt; line to &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#set Joystick joy_log_dual_gp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Binding code ====&lt;br /&gt;
Place the code below above the &amp;lt;code&amp;gt;&amp;lt;/bindings&amp;gt;&amp;lt;/code&amp;gt; line in the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_log_dual_gp --&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;x&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;y&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; inverse=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;z&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;2&amp;quot; inverse=&amp;quot;true&amp;quot;/&amp;gt;&lt;br /&gt;
                &amp;lt;!-- (Not Working) axis name=&amp;quot;throttle&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;3&amp;quot;/--&amp;gt;&lt;br /&gt;
&amp;lt;!-- The digital pad has axis 4 and 5 and values of -1,0,1 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- They Can be mapped to button imputs as so: --&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;0&amp;quot; margin=&amp;quot;0.26&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;hatswitch value=&amp;quot;-0.75&amp;quot;/&amp;gt;&lt;br /&gt;
                    &amp;lt;hatswitch value=&amp;quot;0.75&amp;quot;/&amp;gt;&lt;br /&gt;
                &amp;lt;/axis&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;1&amp;quot; margin=&amp;quot;0.26&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;hatswitch value=&amp;quot;-0.75&amp;quot;/&amp;gt;&lt;br /&gt;
                    &amp;lt;hatswitch value=&amp;quot;0.75&amp;quot;/&amp;gt;&lt;br /&gt;
                &amp;lt;/axis&amp;gt;&lt;br /&gt;
&amp;lt;!-- One way to use them is for attitude control thrusters for tight docking spaces. --&amp;gt;&lt;br /&gt;
        &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; command=&amp;quot;ThrustLeft&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; command=&amp;quot;ThrustRight&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind hatswitch=&amp;quot;1&amp;quot; button=&amp;quot;1&amp;quot; command=&amp;quot;ThrustDown&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind hatswitch=&amp;quot;1&amp;quot; button=&amp;quot;0&amp;quot; command=&amp;quot;ThrustUp&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--The Buttons on this Joypad are clearly marked with numbers --&amp;gt;&lt;br /&gt;
&amp;lt;!--Unfortunately they start with 1 and system starts with 0 --&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DockKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;5&amp;quot; player=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PickTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AutoKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Playstation 2 controller (using a USB adaptor commonly available)  ===&lt;br /&gt;
&lt;br /&gt;
==== Add the joystick-name to the dropdown menu ====&lt;br /&gt;
add &amp;lt;code&amp;gt;joy_ps2&amp;lt;/code&amp;gt;&lt;br /&gt;
to the line&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
like this&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev joy_ps2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Add the description text ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#desc joy_ps2 Playstation 2 Joypad&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Make the joystick the current one ====&lt;br /&gt;
edit the &amp;lt;code&amp;gt;#set Joystick xxxx&amp;lt;/code&amp;gt; line to &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#set Joystick joy_ps2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Binding code ====&lt;br /&gt;
Place the code below above the &amp;lt;code&amp;gt;&amp;lt;/bindings&amp;gt;&amp;lt;/code&amp;gt; line in the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_ps2 --&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;x&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;y&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;z&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;2&amp;quot; inverse=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;0&amp;quot; margin=&amp;quot;0.26&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;hatswitch value=&amp;quot;-0.75&amp;quot;/&amp;gt;&lt;br /&gt;
                    &amp;lt;hatswitch value=&amp;quot;0.75&amp;quot;/&amp;gt;&lt;br /&gt;
                &amp;lt;/axis&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;1&amp;quot; margin=&amp;quot;0.26&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;hatswitch value=&amp;quot;-0.75&amp;quot;/&amp;gt;&lt;br /&gt;
                    &amp;lt;hatswitch value=&amp;quot;0.75&amp;quot;/&amp;gt;&lt;br /&gt;
                &amp;lt;/axis&amp;gt;&lt;br /&gt;
&lt;br /&gt;
                &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; command=&amp;quot;ReverseTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
                &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
                &amp;lt;bind hatswitch=&amp;quot;1&amp;quot; button=&amp;quot;1&amp;quot; command=&amp;quot;DecelKey&amp;quot; /&amp;gt;&lt;br /&gt;
                &amp;lt;bind hatswitch=&amp;quot;1&amp;quot; button=&amp;quot;0&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;JumpKey&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ToggleWarpDrive&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SwitchCombatMode&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;5&amp;quot; player=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PauseKey&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissionTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;10&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchLVDU&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;11&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchRVDU&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This maps the -&lt;br /&gt;
&lt;br /&gt;
Left analogue stick to the attitude controls (Nose - up, down, left, right)&lt;br /&gt;
&lt;br /&gt;
Right analogue stick to roll left and right (I didn't find a useful function for the analogue up / down on this stick so left it out)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R1 shoulder button = Cycle weapon select&lt;br /&gt;
&lt;br /&gt;
R2 shoulder button = Fire selected weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
L1 shoulder button = Missile select&lt;br /&gt;
&lt;br /&gt;
L2 shoulder button = Fire selected missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triangle           = Jump drive (if equipped)&lt;br /&gt;
&lt;br /&gt;
Square             = Switch combat mode (between combat speed and unlimited speed)&lt;br /&gt;
&lt;br /&gt;
X                  = Afterburner&lt;br /&gt;
&lt;br /&gt;
O                  = Toggle SPEC drive / Autopilot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dpad (if the analogue light on your pad is off (digital mode) has the same function as the left analogue stick, otherwise -)&lt;br /&gt;
&lt;br /&gt;
Up                 = Accelerate&lt;br /&gt;
&lt;br /&gt;
Down               = Decelerate&lt;br /&gt;
&lt;br /&gt;
L &amp;amp; R              = Cycle all in system targets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Select             = Cycle mission target&lt;br /&gt;
&lt;br /&gt;
Start              = Pause&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clicking down on the joysticks&lt;br /&gt;
&lt;br /&gt;
L3 (left joystick) = Cycle left HUD display&lt;br /&gt;
&lt;br /&gt;
R3 (right joystick)= Cycle right HUD display&lt;br /&gt;
&lt;br /&gt;
== Joystick probing ==&lt;br /&gt;
&lt;br /&gt;
If you can't seem to properly bind your various joystick axes, buttons, and hatswitches, your joystick may be reporting its various functions in unexpected ways.  Probing your joystick allows you to test each part of the joystick and see what events it sends to your computer.&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
&lt;br /&gt;
To probe a joystick in Linux, you need the &amp;quot;jstest&amp;quot; utility.  (In Debian, this is part of the &amp;quot;joystick&amp;quot; package.)  Locate your joystick device (typically /dev/js0) and run &amp;quot;jstest&amp;quot; on it while not touching the joystick.  You'll see a series of axis positions and button states.&lt;br /&gt;
&lt;br /&gt;
Once &amp;quot;jstest&amp;quot; is running, grab the joystick and fiddle with whatever function you were unable to bind.  Watch the readout and determine what axis or button your actions are triggering.  With this knowledge, you should be able to use one of the recipes above (or an existing entry in the ''vegastrike.config'' file) to fully map your joystick.&lt;br /&gt;
&lt;br /&gt;
Normally, &amp;quot;jstest&amp;quot; will show all information on a single line and keep updating that line in-place, without scrolling downwards.  If it outputs multiple lines instead of updating the same line, you have a lot of axes and buttons (or a very narrow terminal window).  Some USB joysticks may even output a couple of screens worth of lines without you even touching the joystick.  Ignore everything until it stops scrolling &amp;amp;mdash; it's just the joystick &amp;quot;booting up&amp;quot;.  After that, you can grab the joystick and test as normal.&lt;br /&gt;
&lt;br /&gt;
'''NOTE: If your joystick is at /dev/input/js0, you may need to create a symbolic link as follows: &lt;br /&gt;
'''ln -s /dev/input/js0 /dev/js0'''&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* Current [http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/data/vegastrike.config vegastrike.config] in SVN.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings:Mouse|Config:Advanced:Bindings:Mouse]]&lt;br /&gt;
| up=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Variables|Config:Advanced:Variables]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Bindings:Joystick]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings:Joystick&amp;diff=17943</id>
		<title>Manual:Config:Advanced:Bindings:Joystick</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings:Joystick&amp;diff=17943"/>
				<updated>2010-10-02T18:21:00Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: /* Joystick Examples */ match other config formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Bindings:Joystick}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings:Mouse|Config:Advanced:Bindings:Mouse]]&lt;br /&gt;
| up=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Variables|Config:Advanced:Variables]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Joystick Configuration==&lt;br /&gt;
&lt;br /&gt;
This page provides working examples of different joystick configurations, showing how each button has been bound to operate a single Vega Strike function.&lt;br /&gt;
&lt;br /&gt;
If a Joystick Configuration matches your joystick, you can edit copy the configuration here into your vegastrike config file.&lt;br /&gt;
&lt;br /&gt;
===JOYSTICK: bind===&lt;br /&gt;
&lt;br /&gt;
====Sample====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind joystick=&amp;quot;0&amp;quot; player=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
* &amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt; - Number of the joystick.&lt;br /&gt;
* &amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt; - for which player is the command specified? (this is useful when you have more than one joystick that you wish to configure for the same user)&lt;br /&gt;
* &amp;lt;code&amp;gt;button&amp;lt;/code&amp;gt; - Number of the button on the joystick.&lt;br /&gt;
* &amp;lt;code&amp;gt;modifier&amp;lt;/code&amp;gt; - {{Fixme}} ''? no clue ?''&lt;br /&gt;
* &amp;lt;code&amp;gt;command&amp;lt;/code&amp;gt; - Specify the command to start when the button is pressed here. See [[Manual:Keyboard layout|Keyboard layout]] for description and a list of commands.&lt;br /&gt;
&lt;br /&gt;
===JOYSTICK: axis===&lt;br /&gt;
&lt;br /&gt;
====Sample====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;axis name=&amp;quot;x&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; - Name of the axis (in the game) to bind (&amp;lt;code&amp;gt;x,y,z,throttle&amp;lt;/code&amp;gt;)&lt;br /&gt;
* &amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt; - Number of the joystick.&lt;br /&gt;
* &amp;lt;code&amp;gt;axis&amp;lt;/code&amp;gt; - Number of axis of the joystick.&lt;br /&gt;
* &amp;lt;code&amp;gt;inverse&amp;lt;/code&amp;gt; - Set this to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if you want to inverse the axis direction and to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; if not.&lt;br /&gt;
&lt;br /&gt;
===ANALOG COOLIHAT/HATSWITCH===&lt;br /&gt;
[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=17017#17017 forum link 1]&lt;br /&gt;
&lt;br /&gt;
====Sample====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;axis name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;0&amp;quot; margin=&amp;quot;0.15&amp;quot; joystick=&amp;quot;1&amp;quot; axis=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;hatswitch value=&amp;quot;-1.0&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;hatswitch value=&amp;quot;-0.6&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;hatswitch value=&amp;quot;-0.19&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;hatswitch value=&amp;quot;0.1&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/axis&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once defined, analog hatswitches have their own number, and their &amp;quot;buttons&amp;quot; (positions) are defined independently of joysticks.  When creating your &amp;lt;nowiki&amp;gt;&amp;lt;bind&amp;gt;&amp;lt;/nowiki&amp;gt; tags, make sure you do not specify a joystick number (e.g. ''joystick=&amp;quot;0&amp;quot;''); this will bind buttons on the joystick rather than positions on the hatswitch.&lt;br /&gt;
&lt;br /&gt;
'' '''Note:''' Analog hatswitch support is not working as of the Vega Strike 0.4.3 release.  This has been fixed in the CVS tree as of 2005-07-30.  To add analog hatswitch support to Vega Strike 0.4.3, check out the &amp;quot;vegastrike_0_4_3&amp;quot; tag, then update the &amp;quot;in_sdl.cpp&amp;quot; file to CVS version 1.30.''&lt;br /&gt;
&lt;br /&gt;
===DIGITAL COOLIHAT/HATSWITCH===&lt;br /&gt;
[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=17017#17017 forum link]&lt;br /&gt;
&lt;br /&gt;
====Sample====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;up&amp;quot; command=&amp;quot;ABKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
* &amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt; - Number of the joystick.&lt;br /&gt;
* &amp;lt;code&amp;gt;digital-hatswitch&amp;lt;/code&amp;gt; - Number of the digital hatswitch.&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt; - Direction (-button) of digital hatswitch.&lt;br /&gt;
**Possible values: &amp;quot;center&amp;quot;, &amp;quot;up&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;down&amp;quot;, &amp;quot;rightup&amp;quot;, &amp;quot;rightdown&amp;quot;, &amp;quot;leftup&amp;quot;, &amp;quot;leftdown&amp;quot;&lt;br /&gt;
* &amp;lt;code&amp;gt;command&amp;lt;/code&amp;gt; - Specify the command to start when the button is pressed here. See [[Manual:Keyboard layout|Keyboard layout]] for description and a list of commands.&lt;br /&gt;
&lt;br /&gt;
'' '''Note:''' Digital hatswitches will &amp;quot;chord&amp;quot;.  If you supply commands for &amp;quot;left&amp;quot;, &amp;quot;up&amp;quot;, and &amp;quot;leftup&amp;quot;, moving the hatswitch to the upper left will activate all three commands.''&lt;br /&gt;
&lt;br /&gt;
'' '''Note (2):''' Digital hatswitch support is disabled by default in the CVS tree.  To enable it, edit your vegastrike.config and set &amp;quot;debug_digital_hatswitch&amp;quot; to &amp;quot;true&amp;quot;.  Be warned that this will send lots of debugging text to the console.  Also, you cannot currently bind commands to &amp;quot;center&amp;quot;.  Both bugs have been submitted with a patch and may be resolved soon.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===DIGITAL AXES/D-PAD AS HATSWITCH===&lt;br /&gt;
This can allow one to use a (usually digital) axis such as a D-Pad as button commands, such as camera keys, etc.&lt;br /&gt;
&lt;br /&gt;
====Sample====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;axis name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;0&amp;quot; margin=&amp;quot;0.26&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;hatswitch value=&amp;quot;-0.75&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;hatswitch value=&amp;quot;0.75&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/axis&amp;gt;&lt;br /&gt;
&amp;lt;axis name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;1&amp;quot; margin=&amp;quot;0.26&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;hatswitch value=&amp;quot;-0.75&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;hatswitch value=&amp;quot;0.75&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/axis&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; command=&amp;quot;Cockpit::YawLeft&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; command=&amp;quot;Cockpit::YawRight&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind hatswitch=&amp;quot;1&amp;quot; button=&amp;quot;0&amp;quot; command=&amp;quot;Cockpit::PitchDown&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind hatswitch=&amp;quot;1&amp;quot; button=&amp;quot;1&amp;quot; command=&amp;quot;Cockpit::PitchUp&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
In &amp;lt;axis&amp;gt; tags:&lt;br /&gt;
* &amp;lt;code&amp;gt;axis&amp;lt;/code&amp;gt; - Number of the joystick axes for up/down and left/right.&lt;br /&gt;
* &amp;lt;code&amp;gt;margin&amp;lt;/code&amp;gt; - basically, you want this to include 1.0 and -1.0, but not 0.0 when adding hatswitch-value +/- margin&lt;br /&gt;
* &amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt; - 0=down/left, 1=up/right&lt;br /&gt;
In &amp;lt;bind&amp;gt; tags:&lt;br /&gt;
* &amp;lt;code&amp;gt;hatswitch&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;nr&amp;lt;/code&amp;gt; - Number of the two defined &amp;quot;hatswitches&amp;quot;.&lt;br /&gt;
* &amp;lt;code&amp;gt;button&amp;lt;/code&amp;gt; - 0=down/left, 1=up/right&lt;br /&gt;
* &amp;lt;code&amp;gt;command&amp;lt;/code&amp;gt; - Specify the command to start when the button is pressed here. See [[Manual:Keyboard layout|Keyboard layout]] for description and a list of commands.&lt;br /&gt;
&lt;br /&gt;
==Joystick Examples==&lt;br /&gt;
'''Please insert your working configs here.'''&lt;br /&gt;
&lt;br /&gt;
=== Microsoft SideWinder Force Feedback Pro ===&lt;br /&gt;
(may work for other sidewinder-joysticks as well)&lt;br /&gt;
&lt;br /&gt;
==== Add the joystick-name to the dropdown menu ====&lt;br /&gt;
add &amp;lt;code&amp;gt;joy_ffp&amp;lt;/code&amp;gt;&lt;br /&gt;
to the line&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
like this&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev joy_ffp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Add the description text ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#desc joy_ffp Microsoft SideWinder Force Feedback Pro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Make the joystick the current one ====&lt;br /&gt;
edit the &amp;lt;code&amp;gt;#set Joystick xxxx&amp;lt;/code&amp;gt; line to &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#set Joystick joy_ffp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Binding code ====&lt;br /&gt;
Place the code below above the &amp;lt;code&amp;gt;&amp;lt;/bindings&amp;gt;&amp;lt;/code&amp;gt; line in the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} ''Attention: This bindings may not work under linux ... at least it doesn't for me since i switched. Help is always welcome.''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_ffp --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Joystick:Microsoft SideWinder Force Feedback Pro:BEGIN--&amp;gt;&lt;br /&gt;
&amp;lt;!-- buttons:BEGIN --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; player=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;  &amp;lt;!-- stick:fire key --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;          &amp;lt;!-- stick:left key --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;           &amp;lt;!-- stick:top right key --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PickTargetKey&amp;quot; /&amp;gt;       &amp;lt;!-- stick:bottom right key --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;               &amp;lt;!-- socket:&amp;quot;A&amp;quot; key --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot; /&amp;gt;           &amp;lt;!-- socket:&amp;quot;B&amp;quot; key --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot; /&amp;gt;          &amp;lt;!-- socket:&amp;quot;C&amp;quot; key --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;            &amp;lt;!-- socket:&amp;quot;D&amp;quot; key --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SheltonKey&amp;quot; /&amp;gt;          &amp;lt;!-- not used? --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot; /&amp;gt;            &amp;lt;!-- socket:shift key --&amp;gt;&lt;br /&gt;
&amp;lt;!-- buttons:END --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- axes:BEGIN --&amp;gt;&lt;br /&gt;
 &amp;lt;axis name=&amp;quot;x&amp;quot;        joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt; &amp;lt;!-- stick:left/right --&amp;gt;&lt;br /&gt;
 &amp;lt;axis name=&amp;quot;y&amp;quot;        joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt; &amp;lt;!-- stick:up/down --&amp;gt;&lt;br /&gt;
 &amp;lt;axis name=&amp;quot;z&amp;quot;        joystick=&amp;quot;0&amp;quot; axis=&amp;quot;3&amp;quot; inverse=&amp;quot;true&amp;quot; /&amp;gt;  &amp;lt;!-- stick:roll left/right --&amp;gt;&lt;br /&gt;
 &amp;lt;!-- &amp;lt;axis name=&amp;quot;throttle&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;2&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt; not working in 0.4.x --&amp;gt;   &amp;lt;!-- socket:throttle --&amp;gt;&lt;br /&gt;
 &amp;lt;!--vvv throttle axis vvvv--&amp;gt;&lt;br /&gt;
 &amp;lt;axis name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;0&amp;quot; margin=&amp;quot;0.25&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;2&amp;quot; inverse=&amp;quot;false&amp;quot;&amp;gt; &amp;lt;!-- socket:throttle --&amp;gt;&lt;br /&gt;
   &amp;lt;hatswitch value=&amp;quot;-1.0&amp;quot;/&amp;gt;&lt;br /&gt;
   &amp;lt;hatswitch value=&amp;quot;-0.5&amp;quot;/&amp;gt;&lt;br /&gt;
   &amp;lt;hatswitch value=&amp;quot;0.5&amp;quot;/&amp;gt;&lt;br /&gt;
   &amp;lt;hatswitch value=&amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;/axis&amp;gt;&lt;br /&gt;
 &amp;lt;!-- axes:END --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- throttle-bindings:BEGIN --&amp;gt;&lt;br /&gt;
 &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;!-- throttle-bindings:END --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- hatswitch:BEGIN --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;up&amp;quot;     command=&amp;quot;Cockpit::Inside&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;left&amp;quot;   command=&amp;quot;Cockpit::InsideLeft&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;center&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;right&amp;quot;  command=&amp;quot;Cockpit::InsideRight&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;down&amp;quot;   command=&amp;quot;Cockpit::InsideBack&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;!-- hatswitch:END --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Joystick:Microsoft SideWinder Force Feedback Pro:END--&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Microsoft SideWinder Force Feedback 2 (USB) ===&lt;br /&gt;
&lt;br /&gt;
==== Linux 2.4 ====&lt;br /&gt;
:''(tested kernels: 2.4.27)''&lt;br /&gt;
&lt;br /&gt;
This model shows up in Linux as having 11 axes and 20 buttons, but only nine buttons and six axes are used, two of which are for the pseudo-analog hatstick (which is really effectively digital).&lt;br /&gt;
&lt;br /&gt;
The hatswitch configuration is special here.  The configuration below uses a &amp;quot;return to center&amp;quot; system, where releasing the hatswitch returns to standard cockpit view.  Hence, the obvious way would be to define a centered axis (0) as returning to Cockpit::Inside.  But when this was defined for ''both'' axes, it didn't work; pressing left or right would only flicker in that direction, instantly returning to center even if the hatswitch was held.  This is because ''horizontal'' movement of the hatswitch (away from center) somehow also triggers ''vertical'' movement events, even if the vertical axis has not changed.  The vertical centering was cancelling out the left-right movement.&lt;br /&gt;
&lt;br /&gt;
By defining the return-to-center behaviour '''only''' on the horizontal movement, everything works perfectly: Horizontal movement is unimpeded by vertical movement events, and returning the vertical axis to center somehow also triggers a centered horizontal event, returning the view to the inside.  The cause of this inconsistency is unknown, but the effect is exactly as desired.&lt;br /&gt;
&lt;br /&gt;
Once the myriad axes are out of the way, the buttons are exceedingly simple; the first eight buttons (0 through 7) map directly to the stick buttons.  Button #11 is a special virtual button that is &amp;quot;pressed&amp;quot; when the hand leaves the stick (via an optical sensor).  Docking at a space station is the most logical use for this &amp;quot;button&amp;quot;, since that's when the user will want to let go of the joystick anyway; aside from saving a keypress, it's also good for amazing any onlookers with the user's &amp;quot;magic&amp;quot; joystick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_ff2 --&amp;gt;&lt;br /&gt;
 &amp;lt;!-- Trigger button (1) and labelled buttons 2 through 8, in order. --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; player=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PickTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SheltonKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;!-- The special button triggered when the hand leaves the stick. --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;11&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DockKey&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!-- The axes aren't sequential; many are unused. --&amp;gt;&lt;br /&gt;
 &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; name=&amp;quot;x&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; name=&amp;quot;y&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;4&amp;quot; name=&amp;quot;z&amp;quot; inverse=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;5&amp;quot; name=&amp;quot;throttle&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!-- Hatswitch left-right movement. --&amp;gt;&lt;br /&gt;
 &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;6&amp;quot; name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;0&amp;quot; margin=&amp;quot;0.5&amp;quot; inverse=&amp;quot;false&amp;quot;&amp;gt;&lt;br /&gt;
   &amp;lt;hatswitch value=&amp;quot;-1.0&amp;quot;/&amp;gt;&lt;br /&gt;
   &amp;lt;hatswitch value=&amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
   &amp;lt;hatswitch value=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;/axis&amp;gt;&lt;br /&gt;
 &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!-- Hatswitch up-down movement. --&amp;gt;&lt;br /&gt;
 &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;7&amp;quot; name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;1&amp;quot; margin=&amp;quot;0.5&amp;quot; inverse=&amp;quot;false&amp;quot;&amp;gt;&lt;br /&gt;
   &amp;lt;hatswitch value=&amp;quot;-1.0&amp;quot;/&amp;gt;&lt;br /&gt;
   &amp;lt;hatswitch value=&amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;/axis&amp;gt;&lt;br /&gt;
 &amp;lt;bind hatswitch=&amp;quot;1&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Behind&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind hatswitch=&amp;quot;1&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Linux 2.6 ====&lt;br /&gt;
:''(tested kernels: 2.6.10, 2.6.11, 2.6.12)''&lt;br /&gt;
&lt;br /&gt;
Things become much simpler in Linux 2.6.  The hatswitch is actually recognised as a digital hatswitch, and the virtual &amp;quot;hand off joystick&amp;quot; button becomes button 8, right after the eight physical buttons.  On the other hand, the throttle and twist axes numbers actually move to ''higher'' numbers.  Still, things get simpler overall.&lt;br /&gt;
&lt;br /&gt;
The stick's reported properties vary greatly between kernel versions:&lt;br /&gt;
* '''2.6.10:''' 18 axes, 15 buttons, 1 hat &lt;br /&gt;
* '''2.6.12:''' 12 axes, 9 buttons, 1 hat &lt;br /&gt;
Apparently, the device code is still being worked on, but it seems the detection is getting closer and closer to the truth.&lt;br /&gt;
&lt;br /&gt;
Below is the exact same configuration as above, but adapted for the 2.6 series of kernels:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_ff2 --&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; player=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PickTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SheltonKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DockKey&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; name=&amp;quot;x&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; name=&amp;quot;y&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;5&amp;quot; name=&amp;quot;z&amp;quot; inverse=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;axis joystick=&amp;quot;0&amp;quot; axis=&amp;quot;6&amp;quot; name=&amp;quot;throttle&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;up&amp;quot; command=&amp;quot;Cockpit::Behind&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;down&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;left&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;right&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;center&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Microsoft SideWinder Precision 2 (USB) ===&lt;br /&gt;
Tested under Windows XP Home. Digital coolihat/hatswitch left un-assigned.&lt;br /&gt;
&lt;br /&gt;
==== Add the joystick-name to the dropdown menu ====&lt;br /&gt;
add &amp;lt;code&amp;gt;joy_msswp2&amp;lt;/code&amp;gt;&lt;br /&gt;
like this&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev joy_msswp2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Add the description text ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#desc joy_msswp2 Microsoft SideWinder Precision 2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Make the joystick the current one ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#set Joystick joy_msswp2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Binding code ====&lt;br /&gt;
Place the code below above the &amp;lt;code&amp;gt;&amp;lt;/bindings&amp;gt;&amp;lt;/code&amp;gt; line in the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_msswp2 --&amp;gt;&lt;br /&gt;
   &amp;lt;!-- Joystick:Microsoft SideWinder Precision 2:BEGIN--&amp;gt;&lt;br /&gt;
      &amp;lt;!-- buttons:BEGIN --&amp;gt;&lt;br /&gt;
         &amp;lt;bind joystick=&amp;quot;0&amp;quot; player=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;  &lt;br /&gt;
         &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;          &lt;br /&gt;
         &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PickTargetKey&amp;quot; /&amp;gt;       &lt;br /&gt;
         &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;LockTargetKey&amp;quot; /&amp;gt;       &lt;br /&gt;
         &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;           &lt;br /&gt;
         &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot; /&amp;gt;           &lt;br /&gt;
         &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot; /&amp;gt;          &lt;br /&gt;
         &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SheltonKey&amp;quot; /&amp;gt;         &lt;br /&gt;
      &amp;lt;!-- buttons:END --&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
      &amp;lt;!-- axes:BEGIN --&amp;gt;&lt;br /&gt;
         &amp;lt;axis name=&amp;quot;x&amp;quot;        joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt; &lt;br /&gt;
         &amp;lt;axis name=&amp;quot;y&amp;quot;        joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt; &lt;br /&gt;
         &amp;lt;axis name=&amp;quot;z&amp;quot;        joystick=&amp;quot;0&amp;quot; axis=&amp;quot;3&amp;quot; inverse=&amp;quot;true&amp;quot; /&amp;gt;  &lt;br /&gt;
         &amp;lt;axis name=&amp;quot;throttle&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;2&amp;quot;/&amp;gt; &lt;br /&gt;
      &amp;lt;!-- axes:END --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;!-- Joystick:Microsoft SideWinder Precision 2:END--&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== USB Saitek Cyborg 3D ===&lt;br /&gt;
 4-axis/8-buttons/1-hatswitch stick + CH pedals on a gameport &lt;br /&gt;
&lt;br /&gt;
http://vegastrike.sourceforge.net/forums/viewtopic.php?p=12580#12580&lt;br /&gt;
forum link&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_cyborg3d --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Joystick:USB Saitek Cyborg 3D (4 axis 10 button 1 hatswitch):BEGIN --&amp;gt;&lt;br /&gt;
&amp;lt;!-- buttons:BEGIN --&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; player=&amp;quot;0&amp;quot;  button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;1&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;2&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;3&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;4&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;PickTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;5&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;6&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;SheltonKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;7&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;8&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::NavScreen&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;9&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;10&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;11&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;12&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;bind joystick=&amp;quot;1&amp;quot; button=&amp;quot;13&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;!-- buttons:END --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- axes:BEGIN --&amp;gt;&lt;br /&gt;
  &amp;lt;axis name=&amp;quot;x&amp;quot; joystick=&amp;quot;1&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;axis name=&amp;quot;y&amp;quot; joystick=&amp;quot;1&amp;quot; axis=&amp;quot;1&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;!-- &amp;lt;axis name=&amp;quot;throttle&amp;quot; joystick=&amp;quot;1&amp;quot; axis=&amp;quot;2&amp;quot;/&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- axes:END --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Joystick:USB Saitek Cyborg 3D (4 axis 10 button 1 hatswitch):END --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- gameport CH pedals:BEGIN --&amp;gt;&lt;br /&gt;
&amp;lt;!-- axes:BEGIN --&amp;gt;&lt;br /&gt;
  &amp;lt;axis name=&amp;quot;z&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;3&amp;quot; inverse=&amp;quot;true&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;!-- axes:END --&amp;gt;&lt;br /&gt;
&amp;lt;!-- gameport CH pedals:END --&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== USB Saitek Cyborg 3DII ===&lt;br /&gt;
This config has only been tested on Linux, but it is likely to work elsewhere.&lt;br /&gt;
&lt;br /&gt;
From: http://vegastrike.sourceforge.net/forums/viewtopic.php?t=8620 (GordonShomway)&lt;br /&gt;
&lt;br /&gt;
I have an old Saitek Cyborg 3DII USB. When I configured the Joystick as &amp;quot;2 axis and throttle&amp;quot; or &amp;quot;3 axis (and throttle)&amp;quot;, the throttle was on the z-axis and the twist on the leaver for the throttle.&lt;br /&gt;
&lt;br /&gt;
In order to fix this I had to change the number of the axis' as follows:&lt;br /&gt;
&lt;br /&gt;
throttle from 2 to 3.&lt;br /&gt;
&lt;br /&gt;
Here is the configuration for &amp;quot;3 axis and throttle&amp;quot;&lt;br /&gt;
 &amp;lt;axis name=&amp;quot;x&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;axis name=&amp;quot;y&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;axis name=&amp;quot;z&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;2&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;axis name=&amp;quot;throttle&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;3&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== USB Saitek AV8R-01 ===&lt;br /&gt;
4 axis/12 button/8-digital hatswitch/2 rotary control/dual throttle.&lt;br /&gt;
&lt;br /&gt;
This is the configuration for pitch/roll on primary axes, yaw on &amp;quot;twist&amp;quot; control, and main throttle on left.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;lt;axis name=&amp;quot;x&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;3&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;axis name=&amp;quot;y&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;axis name=&amp;quot;z&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;axis name=&amp;quot;throttle&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are some good button controls&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; player=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;NearestDangerousHostileKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustUp&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustDown&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissionTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustLeft&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SigTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustRight&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;10&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchLVDU&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;11&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchRVDU&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;12&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;13&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is a &amp;quot;sticky&amp;quot; hat control&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;up&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;left&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;right&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;down&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add this to make the hat control return to norma view after it is released&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   	&amp;lt;bind joystick=&amp;quot;0&amp;quot; digital-hatswitch=&amp;quot;0&amp;quot; direction=&amp;quot;center&amp;quot; command=&amp;quot;Cockpit::NavScreen&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
=== USB Saitek X45 ===&lt;br /&gt;
 4-axis/7-button/4-hatswitch/2 rotary control, 2 mode switch (M1,M2,M3 and AUX0-1) stick/flight control system.&lt;br /&gt;
&lt;br /&gt;
3 of the 4 hatswitches could be called like buttons. So I configured them for Cockpit Display and Weapon Selection.&lt;br /&gt;
Until now the 2 rotary controls are unused.&lt;br /&gt;
The mode switches are configured for SPEC/cloak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_saitek_x45 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Joystick:USB Saitek X45 (4 axis, 7 buttons, 4 hatswitches):BEGIN --&amp;gt;&lt;br /&gt;
&amp;lt;!-- buttons:BEGIN --&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; player=&amp;quot;0&amp;quot;  button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;4&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;5&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchRVDU&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;UnitTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;SigTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;7&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;NearestTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- button 6 is originally intended as Shift button --&amp;gt;&lt;br /&gt;
&amp;lt;!--	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;6&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::NavScreen&amp;quot; /&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;8&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;CloakKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;9&amp;quot;  modifier=&amp;quot;none&amp;quot; command=&amp;quot;CloakKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;10&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CloakKey&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;11&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ToggleWarpDrive&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;12&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ToggleWarpDrive&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;13&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ToggleWarpDrive&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Joystick: HatSwitch 2 (left) --&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;14&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;15&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;16&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseWeapSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;17&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseMisSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ThrottleSystem: HatSwitch 3 (back)--&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;18&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::PitchDown&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;19&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::YawLeft&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;20&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::PitchUp&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;21&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::YawRight&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ThrottleSystem: MouseCursorControl (front)--&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;22&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;23&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;24&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;25&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;!-- buttons:END --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- axes:BEGIN --&amp;gt;&lt;br /&gt;
	&amp;lt;axis name=&amp;quot;x&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;axis name=&amp;quot;y&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
	&amp;lt;axis name=&amp;quot;throttle&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;4&amp;quot;/&amp;gt;&lt;br /&gt;
	&amp;lt;axis name=&amp;quot;z&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;3&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;!-- axes:END --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Joystick:USB Saitek X45 (4 axis, 25 buttons, 4 hatswitches):END --&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Logitech Dual Analog Gamepad ===&lt;br /&gt;
&lt;br /&gt;
==== Add the joystick-name to the dropdown menu ====&lt;br /&gt;
add &amp;lt;code&amp;gt;joy_log_dual_gp&amp;lt;/code&amp;gt;&lt;br /&gt;
to the line&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
like this&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev joy_log_dual_gp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Add the description text ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#desc joy_log_dual_gp Logitech Dual Analog Gamepad&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Make the joystick the current one ====&lt;br /&gt;
edit the &amp;lt;code&amp;gt;#set Joystick xxxx&amp;lt;/code&amp;gt; line to &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#set Joystick joy_log_dual_gp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Binding code ====&lt;br /&gt;
Place the code below above the &amp;lt;code&amp;gt;&amp;lt;/bindings&amp;gt;&amp;lt;/code&amp;gt; line in the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_log_dual_gp --&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;x&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;y&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; inverse=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;z&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;2&amp;quot; inverse=&amp;quot;true&amp;quot;/&amp;gt;&lt;br /&gt;
                &amp;lt;!-- (Not Working) axis name=&amp;quot;throttle&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;3&amp;quot;/--&amp;gt;&lt;br /&gt;
&amp;lt;!-- The digital pad has axis 4 and 5 and values of -1,0,1 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- They Can be mapped to button imputs as so: --&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;0&amp;quot; margin=&amp;quot;0.26&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;hatswitch value=&amp;quot;-0.75&amp;quot;/&amp;gt;&lt;br /&gt;
                    &amp;lt;hatswitch value=&amp;quot;0.75&amp;quot;/&amp;gt;&lt;br /&gt;
                &amp;lt;/axis&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;1&amp;quot; margin=&amp;quot;0.26&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;hatswitch value=&amp;quot;-0.75&amp;quot;/&amp;gt;&lt;br /&gt;
                    &amp;lt;hatswitch value=&amp;quot;0.75&amp;quot;/&amp;gt;&lt;br /&gt;
                &amp;lt;/axis&amp;gt;&lt;br /&gt;
&amp;lt;!-- One way to use them is for attitude control thrusters for tight docking spaces. --&amp;gt;&lt;br /&gt;
        &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; command=&amp;quot;ThrustLeft&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; command=&amp;quot;ThrustRight&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind hatswitch=&amp;quot;1&amp;quot; button=&amp;quot;1&amp;quot; command=&amp;quot;ThrustDown&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind hatswitch=&amp;quot;1&amp;quot; button=&amp;quot;0&amp;quot; command=&amp;quot;ThrustUp&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--The Buttons on this Joypad are clearly marked with numbers --&amp;gt;&lt;br /&gt;
&amp;lt;!--Unfortunately they start with 1 and system starts with 0 --&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DockKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;5&amp;quot; player=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PickTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AutoKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Playstation 2 controller (using a USB adaptor commonly available)  ===&lt;br /&gt;
&lt;br /&gt;
==== Add the joystick-name to the dropdown menu ====&lt;br /&gt;
add &amp;lt;code&amp;gt;joy_ps2&amp;lt;/code&amp;gt;&lt;br /&gt;
to the line&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
like this&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev joy_ps2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Add the description text ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#desc joy_ps2 Playstation 2 Joypad&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Make the joystick the current one ====&lt;br /&gt;
edit the &amp;lt;code&amp;gt;#set Joystick xxxx&amp;lt;/code&amp;gt; line to &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#set Joystick joy_ps2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Binding code ====&lt;br /&gt;
Place the code below above the &amp;lt;code&amp;gt;&amp;lt;/bindings&amp;gt;&amp;lt;/code&amp;gt; line in the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- #joy_ps2 --&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;x&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;y&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;1&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;z&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;2&amp;quot; inverse=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;0&amp;quot; margin=&amp;quot;0.26&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;hatswitch value=&amp;quot;-0.75&amp;quot;/&amp;gt;&lt;br /&gt;
                    &amp;lt;hatswitch value=&amp;quot;0.75&amp;quot;/&amp;gt;&lt;br /&gt;
                &amp;lt;/axis&amp;gt;&lt;br /&gt;
                &amp;lt;axis name=&amp;quot;hatswitch&amp;quot; nr=&amp;quot;1&amp;quot; margin=&amp;quot;0.26&amp;quot; joystick=&amp;quot;0&amp;quot; axis=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;hatswitch value=&amp;quot;-0.75&amp;quot;/&amp;gt;&lt;br /&gt;
                    &amp;lt;hatswitch value=&amp;quot;0.75&amp;quot;/&amp;gt;&lt;br /&gt;
                &amp;lt;/axis&amp;gt;&lt;br /&gt;
&lt;br /&gt;
                &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; command=&amp;quot;ReverseTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
                &amp;lt;bind hatswitch=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
                &amp;lt;bind hatswitch=&amp;quot;1&amp;quot; button=&amp;quot;1&amp;quot; command=&amp;quot;DecelKey&amp;quot; /&amp;gt;&lt;br /&gt;
                &amp;lt;bind hatswitch=&amp;quot;1&amp;quot; button=&amp;quot;0&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;JumpKey&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ToggleWarpDrive&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SwitchCombatMode&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;5&amp;quot; player=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PauseKey&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissionTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;10&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchLVDU&amp;quot; /&amp;gt;&lt;br /&gt;
		&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;11&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchRVDU&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This maps the -&lt;br /&gt;
&lt;br /&gt;
Left analogue stick to the attitude controls (Nose - up, down, left, right)&lt;br /&gt;
&lt;br /&gt;
Right analogue stick to roll left and right (I didn't find a useful function for the analogue up / down on this stick so left it out)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R1 shoulder button = Cycle weapon select&lt;br /&gt;
&lt;br /&gt;
R2 shoulder button = Fire selected weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
L1 shoulder button = Missile select&lt;br /&gt;
&lt;br /&gt;
L2 shoulder button = Fire selected missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triangle           = Jump drive (if equipped)&lt;br /&gt;
&lt;br /&gt;
Square             = Switch combat mode (between combat speed and unlimited speed)&lt;br /&gt;
&lt;br /&gt;
X                  = Afterburner&lt;br /&gt;
&lt;br /&gt;
O                  = Toggle SPEC drive / Autopilot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dpad (if the analogue light on your pad is off (digital mode) has the same function as the left analogue stick, otherwise -)&lt;br /&gt;
&lt;br /&gt;
Up                 = Accelerate&lt;br /&gt;
&lt;br /&gt;
Down               = Decelerate&lt;br /&gt;
&lt;br /&gt;
L &amp;amp; R              = Cycle all in system targets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Select             = Cycle mission target&lt;br /&gt;
&lt;br /&gt;
Start              = Pause&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clicking down on the joysticks&lt;br /&gt;
&lt;br /&gt;
L3 (left joystick) = Cycle left HUD display&lt;br /&gt;
&lt;br /&gt;
R3 (right joystick)= Cycle right HUD display&lt;br /&gt;
&lt;br /&gt;
== Joystick probing ==&lt;br /&gt;
&lt;br /&gt;
If you can't seem to properly bind your various joystick axes, buttons, and hatswitches, your joystick may be reporting its various functions in unexpected ways.  Probing your joystick allows you to test each part of the joystick and see what events it sends to your computer.&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
&lt;br /&gt;
To probe a joystick in Linux, you need the &amp;quot;jstest&amp;quot; utility.  (In Debian, this is part of the &amp;quot;joystick&amp;quot; package.)  Locate your joystick device (typically /dev/js0) and run &amp;quot;jstest&amp;quot; on it while not touching the joystick.  You'll see a series of axis positions and button states.&lt;br /&gt;
&lt;br /&gt;
Once &amp;quot;jstest&amp;quot; is running, grab the joystick and fiddle with whatever function you were unable to bind.  Watch the readout and determine what axis or button your actions are triggering.  With this knowledge, you should be able to use one of the recipes above (or an existing entry in the ''vegastrike.config'' file) to fully map your joystick.&lt;br /&gt;
&lt;br /&gt;
Normally, &amp;quot;jstest&amp;quot; will show all information on a single line and keep updating that line in-place, without scrolling downwards.  If it outputs multiple lines instead of updating the same line, you have a lot of axes and buttons (or a very narrow terminal window).  Some USB joysticks may even output a couple of screens worth of lines without you even touching the joystick.  Ignore everything until it stops scrolling &amp;amp;mdash; it's just the joystick &amp;quot;booting up&amp;quot;.  After that, you can grab the joystick and test as normal.&lt;br /&gt;
&lt;br /&gt;
'''NOTE: If your joystick is at /dev/input/js0, you may need to create a symbolic link as follows: &lt;br /&gt;
'''ln -s /dev/input/js0 /dev/js0'''&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* Current [http://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/data/vegastrike.config vegastrike.config] in SVN.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings:Mouse|Config:Advanced:Bindings:Mouse]]&lt;br /&gt;
| up=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Variables|Config:Advanced:Variables]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Bindings:Joystick]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings:Mouse&amp;diff=17942</id>
		<title>Manual:Config:Advanced:Bindings:Mouse</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings:Mouse&amp;diff=17942"/>
				<updated>2010-10-02T18:19:43Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Bindings:Mouse}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings:Keyboard|Config:Advanced:Bindings:Keyboard]]&lt;br /&gt;
| up=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings:Joystick|Config:Advanced:Bindings:Joystick]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Mouse Configuration==&lt;br /&gt;
&lt;br /&gt;
This page provides working examples of different mouse configurations, showing how each button has been bound to operate a single Vega Strike function.&lt;br /&gt;
&lt;br /&gt;
If a Mouse Configuration matches your mouse, you can edit copy the configuration here into your vegastrike config file.&lt;br /&gt;
&lt;br /&gt;
===MOUSE: bind===&lt;br /&gt;
====Sample====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind mouse=&amp;quot;0&amp;quot; button=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
* &amp;lt;code&amp;gt;mouse&amp;lt;/code&amp;gt; - Number of the mouse.&lt;br /&gt;
* &amp;lt;code&amp;gt;button&amp;lt;/code&amp;gt; - Number of the mousebutton.&lt;br /&gt;
* &amp;lt;code&amp;gt;modifier&amp;lt;/code&amp;gt; - Key, to be pressed at the same time (currently: alt or ctrl)&lt;br /&gt;
* &amp;lt;code&amp;gt;command&amp;lt;/code&amp;gt; - Specify the command to start when the button is pressed here. See [[Manual:Keyboard layout|Keyboard layout]] for descriptions and a list of commands.&lt;br /&gt;
&lt;br /&gt;
===MOUSE: axis===&lt;br /&gt;
====Sample====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;axis name=&amp;quot;x&amp;quot; mouse=&amp;quot;0&amp;quot; axis=&amp;quot;0&amp;quot; inverse=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
====Description====&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; - Name of axis (in the game) to bind (&amp;lt;code&amp;gt;x,y,z&amp;lt;/code&amp;gt;) ?throttle?&lt;br /&gt;
* &amp;lt;code&amp;gt;mouse&amp;lt;/code&amp;gt; - Number of the mouse.&lt;br /&gt;
* &amp;lt;code&amp;gt;axis&amp;lt;/code&amp;gt; - Number of the axis of the mouse.&lt;br /&gt;
* &amp;lt;code&amp;gt;inverse&amp;lt;/code&amp;gt; - Set this to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if you want to inverse the axis direction else set it to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Mouse Examples==&lt;br /&gt;
'''Please insert your working configs here.'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;insert mouse config here&amp;gt;===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- #mouse_mousename1 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- #end --&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings:Keyboard|Config:Advanced:Bindings:Keyboard]]&lt;br /&gt;
| up=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings:Joystick|Config:Advanced:Bindings:Joystick]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Bindings:Mouse]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings:Keyboard&amp;diff=17941</id>
		<title>Manual:Config:Advanced:Bindings:Keyboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings:Keyboard&amp;diff=17941"/>
				<updated>2010-10-02T18:17:26Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Bindings:Keyboard}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings:Mouse|Config:Advanced:Bindings:Mouse]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
== Keyboard Configuration ==&lt;br /&gt;
&lt;br /&gt;
This page provides working examples of different keyboard layouts, showing how each key (differentiating between lower and upper case) has been bound to operate a single Vega Strike function.&lt;br /&gt;
&lt;br /&gt;
If a Keyboard Configuration matches your keyboard, you can edit copy the configuration here into your vegastrike config file.&lt;br /&gt;
&lt;br /&gt;
=== KEYBOARD: bind ===&lt;br /&gt;
&lt;br /&gt;
==== Sample ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;S&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SkipMusicTrack&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;key&amp;lt;/code&amp;gt; - Specify the key here ({{Fixme}} ''this is now a bit of a hassle for non-english keyboards'')&lt;br /&gt;
** lowercase letters/characters = without {{Key:EN:Shift left}}&lt;br /&gt;
** uppercase letters/characters = with {{Key:EN:Shift left}}&lt;br /&gt;
* &amp;lt;code&amp;gt;modifier&amp;lt;/code&amp;gt; - Use a modifier key (case-sensitive)&lt;br /&gt;
** &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; - Don't use a modifier ({{Fixme}} same as without this tag?).&lt;br /&gt;
** &amp;lt;code&amp;gt;alt&amp;lt;/code&amp;gt; - Require the {{Key:EN:Alt}} key.&lt;br /&gt;
** &amp;lt;code&amp;gt;ctrl&amp;lt;/code&amp;gt; - Require the {{Key:EN:Ctrl}} key.&lt;br /&gt;
** &amp;lt;code&amp;gt;shift&amp;lt;/code&amp;gt; - Require the {{Key:EN:Shift left}} key. Usually you cannot write symbols like uppercase space or keypad symbols in config.&lt;br /&gt;
* &amp;lt;code&amp;gt;command&amp;lt;/code&amp;gt; - Specify the command to start when the button is pressed here.&lt;br /&gt;
** See [[Manual:Keyboard layout|Keyboard Layout]] for descriptions and a list of commands.&lt;br /&gt;
&lt;br /&gt;
== Keyboard Examples ==&lt;br /&gt;
'''Please insert working keyboard configs here.'''&lt;br /&gt;
&lt;br /&gt;
=== Old Style Mac keyboard ===&lt;br /&gt;
(the little one without a 'del' key among others) &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;S&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SkipMusicTrack&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;F&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CommFormUp&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;B&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CommBreakForm&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;H&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CommHelpMeOut&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;D&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CommAttackTarget&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm1Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm2Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm3Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm4Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm5Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm6Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm7Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm8Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Comm9Key&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;space&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;FireKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;y&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SwitchCombatMode&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;j&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;JumpKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;J&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;JoyStickToggleKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;A&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AutoKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;a&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AutoKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;c&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;CloakKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;E&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;EjectKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;e&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ECMKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;Z&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;EjectCargoKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;return&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-enter&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;g&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;WeapSelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;;&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Respawn&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;[&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SwitchControl&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;]&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TurretControl&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;d&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DockKey&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;!--&amp;lt;bind key=&amp;quot;u&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;UnDockKey&amp;quot;/&amp;gt;--&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RequestClearenceKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;m&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MisSelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;t&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;n&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SigTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;b&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SubUnitTargetKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;u&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;UnitTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;l&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;LockTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;p&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PickTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;h&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;NearestTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;T&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;P&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TurretTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;o&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TurretAIKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;H&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseNearestTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;N&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseSigTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;U&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ReverseUnitTargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;`&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SheltonKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;-&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;+&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-minus&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DecelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-plus&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;=&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;AccelKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;/&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollLeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;*&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollRightKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-divide&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollLeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-multiply&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollRightKey&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;!-- GILES backspace misinterpreted on keypad&lt;br /&gt;
  &amp;lt;bind key=&amp;quot;backspace&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot;/&amp;gt;&lt;br /&gt;
 # --&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;'&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;\&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StartKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;tab&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ABKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;!&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SuicideKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-up&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;UpKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-down&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DownKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-left&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RightKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-right&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;LeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-insert&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollLeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;!-- GILES cursor-delete is backspace&lt;br /&gt;
   &amp;lt;bind key=&amp;quot;cursor-delete&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RollRightKey&amp;quot;/&amp;gt;&lt;br /&gt;
 # --&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;UpKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DownKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DownKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;RightKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;LeftKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;M&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::MapKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;.&amp;quot; command=&amp;quot;VolumeInc&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;,&amp;quot; command=&amp;quot;VolumeDec&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;greater-than&amp;quot; command=&amp;quot;MusicVolumeInc&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;less-than&amp;quot; command=&amp;quot;MusicVolumeDec&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Behind&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Pan&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TimeInc&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;|&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PauseKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;pause&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;PauseKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-10&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TimeReset&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::OutsideTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::PanTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-11&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ZoomIn&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;function-12&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ZoomOut&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;w&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchLVDU&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;v&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::SwitchRVDU&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;q&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::PitchDown&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;z&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::PitchUp&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;s&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::YawLeft&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;f&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::YawRight&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-pagedown&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ScrollDown&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-pageup&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ScrollUp&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ScrollDown&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::ScrollUp&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-home&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityRefKey&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;!-- GILES   &amp;lt;bind key=&amp;quot;cursor-end&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityNullKey&amp;quot;/&amp;gt;&lt;br /&gt;
  # reassigning cursor-delete here --&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;cursor-delete&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityNullKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityRefKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityNullKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;esc&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::Quit&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Keypad Thrusters ===&lt;br /&gt;
(helps a lot on ships with decent orthogonal acceleration - mostly fighters)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-8&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustUp&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-2&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustDown&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-4&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustLeft&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-6&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustRight&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-5&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;StopKey&amp;quot;/&amp;gt; &amp;lt;!-- Remove if you press it accidentally much --&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-9&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustFront&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;ThrustBack&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-7&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityRefKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SetVelocityNullKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-0&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Flight::Mode::InertialToggle&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-period&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;SwitchCombatMode&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Keypad View Switch ===&lt;br /&gt;
(more geometrically obvious binding for those who have no proper HAT switch)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-8&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::Inside&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-2&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::InsideBack&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-4&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::InsideLeft&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-6&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::InsideRight&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-5&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::ViewTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-9&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::Pan&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-3&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::Behind&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-7&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::PanTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-1&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::OutsideTarget&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-0&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::ZoomOut&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;keypad-period&amp;quot; modifier=&amp;quot;shift&amp;quot; command=&amp;quot;Cockpit::ZoomIn&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings:Mouse|Config:Advanced:Bindings:Mouse]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Bindings:Keyboard]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced&amp;diff=17940</id>
		<title>Manual:Config:Advanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced&amp;diff=17940"/>
				<updated>2010-10-02T18:08:07Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: /* Configuration file structure */ Mention XML&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config|Config]]&lt;br /&gt;
| up=[[Manual:Config|Config]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Configuration file structure=&lt;br /&gt;
The VegaStrike configuration file &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; is in an XML style as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;vegaconfig&amp;gt;&lt;br /&gt;
&amp;lt;!-- this line is a comment --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;bindings&amp;gt;&lt;br /&gt;
 &amp;lt;bind key=&amp;quot;i&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Screenshot&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/bindings&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;colors&amp;gt;&lt;br /&gt;
 &amp;lt;section name=&amp;quot;unit&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;color name=&amp;quot;ship_ambient&amp;quot; r=&amp;quot;0.3&amp;quot; g=&amp;quot;0.3&amp;quot; b=&amp;quot;0.3&amp;quot; a=&amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;/colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;variables&amp;gt;&lt;br /&gt;
 &amp;lt;section name=&amp;quot;data&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;var name=&amp;quot;usingtemplates&amp;quot; value=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;/variables&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/vegaconfig&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see, the configuration is separated into 3 parts: &amp;lt;code&amp;gt;bindings&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;colors&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;variables&amp;lt;/code&amp;gt;. The &amp;lt;code&amp;gt;colors&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;variables&amp;lt;/code&amp;gt; parts are each divided into sections. Learn more from the following pages:&lt;br /&gt;
* [[Manual:Config:Advanced:Bindings|Bindings]]&lt;br /&gt;
* [[Manual:Config:Advanced:Colors|Colors]]&lt;br /&gt;
* [[Manual:Config:Advanced:Variables|Variables]]&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* Find a simple configuration variable listing at the [[CONFVAR]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config|Config]]&lt;br /&gt;
| up=[[Manual:Config|Config]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual&amp;diff=17939</id>
		<title>Manual</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual&amp;diff=17939"/>
				<updated>2010-10-02T18:06:32Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: /* Installation */ removed Manual:Config subpage references to simplify upkeep&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual}}&lt;br /&gt;
{{Wiki_Nav_Index}}&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|__TOC__ &lt;br /&gt;
|valign=&amp;quot;top&amp;quot; align=&amp;quot;right&amp;quot;|http://vegastrike.sourceforge.net/albums/wiki_manual/cleaned3_shot_016_02_A5.png&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Dedication=&lt;br /&gt;
This Player’s Guide is dedicated to Daniel ‘Hellcatv’ Horn and the Vega Strike development team for bringing us the Vega Strike game; to the coders, artists, designers and play-testers willing to devote their own time and effort to the creation of a great game; and of course to the players of Vega Strike, without whom this whole thing would be a pointless exercise.&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''WELCOME''''' to ''Vega Strike'', a 3d OpenGL spaceflight simulator being developed for multi-platform play.&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vega Strike allows players to explore a vastly dynamic universe where frontiers collide and you're just a pilot trying to make ends meet. How? That's your decision. Vega Strike is designed as a non-linear gaming experience, where you choose what action you want to take.&lt;br /&gt;
&lt;br /&gt;
Vega Strike features a dynamic trading economy, allowing your character to operate as a merchant.  Discover what trade routes bring in the most profit, what commodities make you the most money given your ship's cargo space limitations, accept cargo [[Manual:Computer:Missions_screen|missions]] and learn to avoid areas of danger (repairs eat into your profits!).&lt;br /&gt;
&lt;br /&gt;
If you are tired of making money on milk runs, or want to try something different, then there are other paths to success.  Vega Strike features a mission generator, providing multiple missions to the experienced (and not so experienced) pilots.  Engage in bounty hunts, patrols, battles and escort missions.  Feel like travelling?  Explore the dynamic universe and see the farthest reaches of known space.  Want a walk on the wild side?  You could always turn pirate!  Just be prepared for the consequences.&lt;br /&gt;
&lt;br /&gt;
Your ship just not doing the job you want it to?  Vega Strike gives you the ability to purchase from a wide variety of ships capable of doing different jobs.  Want to haul cargo?  Fight battles?  There's a ship for you.  Your ship is fully customizable, so if you've got the [[Terminology:Credits|credit]], outfit your craft with the right tools for the job at hand.&lt;br /&gt;
&lt;br /&gt;
Have a chat with the [[Manual:Location:Bar|bartender]] or view the [[Manual:Computer:News_screen|news broadcasts ]]to find out what's going on in the universe.  While you're there, talk to the fixers, they may have a job that only you can do.  But be warned, you never know where it may lead ...&lt;br /&gt;
&lt;br /&gt;
* [[Vegastrike:License|License]] The license Vega Strike is released under (please do not edit)&lt;br /&gt;
* [[Vegastrike:Mission|Mission]] The Vega Strike Mission Statement (what it's all about)&lt;br /&gt;
* [[Vegastrike:Features|Features]] Why Vega Strike is the best game ever made&lt;br /&gt;
* [[Vegastrike:Credits|Credits]] The people who are making it happen&lt;br /&gt;
&lt;br /&gt;
Winner of the Jeux (games) category of the Trophees Du Libre 2003. [http://vegastrike.sourceforge.net/index.php?prevnext=10 Link]&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
{|&lt;br /&gt;
|valign=top|Your guides on how to install, configure and start playing Vega Strike.&lt;br /&gt;
If you're new to Vegastrike you can also follow the [[Manual:New users|New users]] guide.&lt;br /&gt;
&lt;br /&gt;
* [[Manual:Install|Installation of Vegastrike]] &lt;br /&gt;
* [[Manual:Running Vegastrike|Running Vegastrike]]&lt;br /&gt;
* [[Manual:Save and load|Saving and loading]] &lt;br /&gt;
* [[Manual:Config|Configure Vegastrike (Setup)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
{||&lt;br /&gt;
|&amp;lt;center&amp;gt;http://vegastrike.sourceforge.net/gallery/main.php?g2_view=core.DownloadItem&amp;amp;g2_itemId=5814&amp;amp;g2_serialNumber=2&amp;amp;ext=.png&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;http://vegastrike.sourceforge.net/gallery/main.php?g2_view=core.DownloadItem&amp;amp;g2_itemId=5881&amp;amp;g2_serialNumber=2&amp;amp;ext=.png&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;center&amp;gt;http://vegastrike.sourceforge.net/albums/wiki_manual/config_code.png&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Tutorial=&lt;br /&gt;
* [[Manual:New users|New users]] - Tips and tricks for new users.&lt;br /&gt;
* [[Manual:Tutorial|Tutorial]] - Starting a new game - making a few credits.&lt;br /&gt;
* [[Manual:Gameplay Tactics|Gameplay Tactics]] - Advanced game tactics.&lt;br /&gt;
&lt;br /&gt;
=Play=&lt;br /&gt;
How to Interact with Vega Strike.&lt;br /&gt;
{|&lt;br /&gt;
|valign=top width=33%| &amp;lt;!-- 33% should bot be needed anymore in the final version --&amp;gt;&lt;br /&gt;
==Interface==&lt;br /&gt;
http://vegastrike.sourceforge.net/gallery2/main.php?g2_view=core.DownloadItem&amp;amp;g2_itemId=6619&amp;amp;g2_serialNumber=2&amp;amp;ext=.png&lt;br /&gt;
&lt;br /&gt;
*Directory&lt;br /&gt;
** [[Manual:Location|Locations]]&lt;br /&gt;
** [[Manual:Computer|Computers]]&lt;br /&gt;
* [[Manual:Location:Hangar|Hangar]] - Yes, that's your ship.&lt;br /&gt;
* [[Manual:Location:Concourse|Concourse]] - Access All Areas.&lt;br /&gt;
** [[Manual:Computer:Mission computer|Mission Computer]] - Your location access point.&lt;br /&gt;
*** [[Manual:Computer:Missions screen|Missions Screen]] - Have we got the mission for you!&lt;br /&gt;
*** [[Manual:Computer:News screen|News Screen]] - what's up?&lt;br /&gt;
*** [[Manual:Computer:Info screen|Pilot Information Screen]] - its all about you isn't it?&lt;br /&gt;
*** [[Manual:Computer:Game menu|Game Menu]] - Game file interaction.&lt;br /&gt;
* [[Manual:Location:Bar|The Bar]] - Come on in, have a drink!&lt;br /&gt;
* [[Manual:Location:Transit| Transit System]] - Going somewhere?&lt;br /&gt;
* [[Manual:Location:Cargobay|The Cargobay]] - where to go to buy or sell.&lt;br /&gt;
** [[Manual:Computer:Cargo computer|Cargo Computer]] - And how to do so.&lt;br /&gt;
* [[Manual:Location:Shipyards|Shipyards]] - Your one stop killer ship shop.&lt;br /&gt;
** [[Manual:Computer:Upgrades screen|Upgrades Screen]] - How do I obtain new upgrades?&lt;br /&gt;
** [[Manual:Computer:Ships screen|Ships Screen]] - How do I obtain new ships?&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
==Inflight==&lt;br /&gt;
{|&lt;br /&gt;
|valign=top|&lt;br /&gt;
===Flying &amp;amp; Navigation===&lt;br /&gt;
http://vegastrike.sourceforge.net/gallery2/main.php?g2_view=core.DownloadItem&amp;amp;g2_itemId=5444&amp;amp;g2_serialNumber=2&amp;amp;ext=.png&lt;br /&gt;
* [[Manual:Basic flight|Basic flight]] techniques.&lt;br /&gt;
* [[Manual:Advanced flight|Advanced flight]] techniques.&lt;br /&gt;
** [[Manual:Match velocity|Match velocity]] with a [[Manual:Targeting|target]].&lt;br /&gt;
** [[Manual:Docking|Docking]] to a planet or a [[Vessels &amp;amp; Installations|capship]].&lt;br /&gt;
** [[Manual:Insystem travel|Insystem travel]]&lt;br /&gt;
** [[Manual:Interstellar travel|Interstellar travel]] (Jump drive).&lt;br /&gt;
* [[Manual:Targeting|Targeting]] - How to use targeting.&lt;br /&gt;
* [[Manual:Views|Views]] - Cockpit and camera views - what are they and how do they work.&lt;br /&gt;
* [[Manual:HUD|HUD]] - Explanation of the HUD layout.&lt;br /&gt;
* [[Manual:Map|Map]] -  How the ingame map system works.&lt;br /&gt;
** [[Manual:Statistical Mode|Statistical Mode]] - What do all these numbers mean?&lt;br /&gt;
** [[Manual:Map Mode|Map Mode]] - Exploring the Universe.&lt;br /&gt;
** [[Manual:Navigation Computer|Navigation Computer]] - Using the Navigation computer.&lt;br /&gt;
&lt;br /&gt;
===Communication===&lt;br /&gt;
http://vegastrike.sourceforge.net/gallery2/main.php?g2_view=core.DownloadItem&amp;amp;g2_itemId=6617&amp;amp;g2_serialNumber=2&amp;amp;ext=.png&lt;br /&gt;
* [[Manual:Communication|Communication]] - How to communicate with other [[Vessels &amp;amp; Installations|ships/stations]].&lt;br /&gt;
* [[Manual:Wingmen|Wingmen]] - Communicating / using Wingmen&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
http://vegastrike.sourceforge.net/gallery2/main.php?g2_view=core.DownloadItem&amp;amp;g2_itemId=5079&amp;amp;g2_serialNumber=2&amp;amp;ext=.png&lt;br /&gt;
* [[Manual:Combat|Combat]] - How to fight your enemies. &lt;br /&gt;
** [[Manual:Combat:Guns|Guns]] - What are they and how do they work.&lt;br /&gt;
** [[Manual:Combat:Missiles|Missiles]] - When you need that extra firepower.&lt;br /&gt;
** [[Manual:Combat:Target tracking|Target tracking]] - What is ITTS and how is it used.&lt;br /&gt;
** [[Manual:Combat:Counter measures|Counter measures]] - ECM stops those missiles - dead!&lt;br /&gt;
** [[Manual:Combat:Cloaking|Cloaking]] - What is the device, and how to use it.&lt;br /&gt;
** [[Manual:Combat:Turrets|Turrets]] - Pilot turrets.&lt;br /&gt;
** [[Manual:Combat:Death|Death]] is not forever!&lt;br /&gt;
** [[Manual:Combat:Wingmen|Ordering wingmen]] - In space you are not alone!&lt;br /&gt;
** [[Manual:Combat:Tractor beam|Tractor beam]] - Grabbing the booty!&lt;br /&gt;
&lt;br /&gt;
===and more===&lt;br /&gt;
* [[Manual:Tractor beam|Tractor beam]] - What is it and how to use it.&lt;br /&gt;
* [[Manual:Gameplay functions|Gameplay functions]] - Miscellaneous gameplay commands.&lt;br /&gt;
* [[Manual:Dynamic Universe|Dynamic Universe]] - How the universe works.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Appendix=&lt;br /&gt;
* [[Manual:Keyboard layout|Keyboard Layout]] - The default keyboard layout reference for Vega Strike.&lt;br /&gt;
* [[Manual:Music|Using Your Own Music]] - How to use your own music files in Vegastrike.&lt;br /&gt;
* [[FAQ]] - Vegastrike FAQs&lt;br /&gt;
* [[Manual:Cheats|Cheats]] - Cheating the game - Note: contains spoilers.&lt;br /&gt;
&lt;br /&gt;
==Database==&lt;br /&gt;
For information about species/factions/ships/terms please refer to the online [[Database]]&lt;br /&gt;
{{Database_Overview}}&lt;br /&gt;
&lt;br /&gt;
==Printable version of the manual==&lt;br /&gt;
&lt;br /&gt;
There is a v 0.4.3 PDF version of the information on this site (with some additional info too) available for download by clicking on the link below (current size 1.3 MB): &amp;lt;BR/&amp;gt;&lt;br /&gt;
CVS (deprecated) [http://cvs.sourceforge.net/viewcvs.py/*checkout*/vegastrike/data4.x/documentation/Vega_Strike_Players_Guide.pdf Vega Strike Player's Guide (PDF)]&lt;br /&gt;
&lt;br /&gt;
SVN [http://vegastrike.svn.sourceforge.net/viewvc/*checkout*/vegastrike/trunk/data/documentation/Vega_Strike_Players_Guide.pdf Vega Strike Player's Guide (PDF)]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* The [http://vegastrike.sourceforge.net/manual/00_fullmanual/index.html original (but outdated) manual] (pure HTML)&lt;br /&gt;
* The [http://vegastrike.sourceforge.net/phpwiki/index.php/VegastrikeManual manual in the old wiki] (phpWiki)&lt;br /&gt;
* If you read this manual ''offline'', you can find the most recent version ''online'' at [http://vegastrike.sourceforge.net/wiki/Manual http://vegastrike.sourceforge.net/wiki/Manual]&lt;br /&gt;
* See also the [[Links]] page of the Vegastrike Wiki.&lt;br /&gt;
&lt;br /&gt;
=Manual notes=&lt;br /&gt;
As you read through this manual, you will note references to various keys. These key references appear as: {{Key:EN:W}} referring to the w key; {{Key:EN:Shift left}} + {{Key:EN:W}} referring to the capitalized letter W.  {{Key:EN:Ctrl}} + {{Key:EN:W}} refers to pressing both the Control and w key simultaneously.&lt;br /&gt;
&lt;br /&gt;
References to '''[KP]''' refer to using the buttons on the '''KeyPad'''.  Buttons appearing onscreen are noted in a similar fashion.&lt;br /&gt;
&lt;br /&gt;
If there are no key graphics available (yet ;) ) the keys will be represented by something like this: '''[Shift]'''+'''[W]'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NAV_Manual | previous=[[Vegastrike]]&lt;br /&gt;
| up=[[Vegastrike]]&lt;br /&gt;
| next=[[Vegastrike:License|License]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Manual]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Talk:CONFVAR&amp;diff=17938</id>
		<title>Talk:CONFVAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Talk:CONFVAR&amp;diff=17938"/>
				<updated>2010-09-29T23:58:31Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are the values listed here the defaults (with a skeleton config file)? - [[User:Greenfreedom10|Greenfreedom10]] 23:55, 29 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Talk:Manual:Config:Advanced:Variables&amp;diff=17937</id>
		<title>Talk:Manual:Config:Advanced:Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Talk:Manual:Config:Advanced:Variables&amp;diff=17937"/>
				<updated>2010-09-29T23:57:28Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the config file I see:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;section name=&amp;quot;graphics/mesh&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
as well as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;section name=&amp;quot;ai&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;section name=&amp;quot;targetting&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Are the 2 styles interchangeable? - [[User:Greenfreedom10|Greenfreedom10]] 22:06, 29 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Talk:Manual:Config:Advanced:Bindings&amp;diff=17936</id>
		<title>Talk:Manual:Config:Advanced:Bindings</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Talk:Manual:Config:Advanced:Bindings&amp;diff=17936"/>
				<updated>2010-09-29T23:57:00Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where can I find a list of binding variables?  I don't see anything about bindings in [[CONFVAR]]. - [[User:Greenfreedom10|Greenfreedom10]] 19:40, 29 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Talk:CONFVAR&amp;diff=17935</id>
		<title>Talk:CONFVAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Talk:CONFVAR&amp;diff=17935"/>
				<updated>2010-09-29T23:55:56Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: default values?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are the values listed here the defaults (with a skeleton config file)? [[User:Greenfreedom10|Greenfreedom10]] 23:55, 29 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=17934</id>
		<title>Manual:Config:Advanced:Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=17934"/>
				<updated>2010-09-29T22:11:30Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Variables}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Variables section =&lt;br /&gt;
The variables are set in their respective sections between the &amp;lt;code&amp;gt;&amp;lt;variables&amp;gt;&amp;lt;/code&amp;gt; and the &amp;lt;code&amp;gt;&amp;lt;/variables&amp;gt;&amp;lt;/code&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} ''Syntax of the variables and where to put them.''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''hqtextures'''&amp;lt;/code&amp;gt; [string] - enables the ''hqtextures'' directory&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;splash&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [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.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} ''What does the next line mean?''&lt;br /&gt;
** &amp;lt;code&amp;gt;.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;: (0.0-1.0) default reflection level (1.0 = very shiny). &lt;br /&gt;
* &amp;lt;code&amp;gt;'''star_shine'''&amp;lt;/code&amp;gt; [string/file] - List of .ani files for a sun's flare effect separated by single spaces.&lt;br /&gt;
** &amp;lt;code&amp;gt;shine.ani&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''num_messages'''&amp;lt;/code&amp;gt; [float] - Sets the maximum number of communication messages shown at the same time.&lt;br /&gt;
** &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''last_message_time'''&amp;lt;/code&amp;gt; [float] - Sets the minimum time (in seconds) that a message is shown before scrolled up.&lt;br /&gt;
** &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''StretchBolts'''&amp;lt;/code&amp;gt; [float] - If &amp;gt; 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, its own Length being compensated for.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;&amp;lt;code&amp;gt;hud&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''radarType'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;WC&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.&lt;br /&gt;
** &amp;lt;code&amp;gt;Elite&amp;lt;/code&amp;gt; - 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).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Minimum target box size.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display. Allow &amp;lt;code&amp;gt;drawAllTargetBoxes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTargetsTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawAlwaysITTS&amp;lt;/code&amp;gt; .&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not display any target box or docking box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display every units in boxes (not planets, jumps).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display units in boxes except the selected one.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw a line between your ship and the selected target. Allow drawLineToTargetsTarget. Does not seem to work (on 4rd March 2004).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTargetsTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; -  Draw a line between your target and the target of your target. Does not seem to work (on 4th March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw [[Terminology:ITTS|ITTS]] line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Force [[Terminology:ITTS|ITTS]] drawing.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; - Does not seem to work (on 7th March 2004). {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;audio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;unitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cockpitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
This section contains names of wave files that happen on these events.&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;keyboard&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor'''&amp;lt;/code&amp;gt; - This parameter is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; when [Mouse glide] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse glide]. When enabled, &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; must be set to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Set when no mouse support is required or when &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_chasecam'''&amp;lt;/code&amp;gt; [default:true] (false, true) - disables/enables cursor display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pancam'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pantgt'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on target camera (default key '8')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_crosshair'''&amp;lt;/code&amp;gt; - Mouse cursor appearance when [Mouse glide] is selected (when &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;).&lt;br /&gt;
* '''&amp;lt;code&amp;gt;crosshairs.spr&amp;lt;/code&amp;gt;''' &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - If &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;, this file contains the image to be used as cursor. This file must be located in the &amp;lt;code&amp;gt;./sprites&amp;lt;/code&amp;gt; directory. See the .spr file format [[HowTo:Edit HUDs]].&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_mouse'''&amp;lt;/code&amp;gt; This parameter is set to true when [Mouse warp] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse warp]. When enabled, mouse_cursor must be set to false.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Set when no mouse support is required or when mouse_cursor is set to true.&lt;br /&gt;
** Note: if no in-flight mouse control is needed, both mouse_cursor and warp_mouse must be set to false.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reverse_mouse_spr'''&amp;lt;/code&amp;gt; Used when [Mouse glide] control is selected in setup (see mouse_cursor).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; -  Invert vertical mouse axis.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not invert vertical mouse axis.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;AI&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
===&amp;quot;&amp;lt;code&amp;gt;Targetting&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
===&amp;quot;&amp;lt;code&amp;gt;Firing&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cargo&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;physics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed'''&amp;lt;/code&amp;gt; [float]- Changed by setup program, depends on difficulty setting.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed_lying'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt; [boolean] - If set, beam weapons with ammo will expend it (currently only Jackhammer).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt; [boolean] - Turns on a correction of &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]] for all weapons toward the medium values (for &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt;=1 &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; &amp;lt;1000 is raised, otherwise lowered; &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; dropped to 1/8 of the value in &amp;lt;code&amp;gt;weapon_list.xml&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt; [float] - The adjustment factor for weapons' &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]]. Both values are multiplied by this if &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt;=&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;, otherwise adjustments are more complex.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''special_and_normal_gun_combo'''&amp;lt;/code&amp;gt; [boolean] - If set, the weapon group of all guns including &amp;quot;Special&amp;quot; ones can be toggled when cycling through guns.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;galaxy&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;server&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;network&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of variables visit [[CONFVAR]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=17933</id>
		<title>Manual:Config:Advanced:Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=17933"/>
				<updated>2010-09-29T22:07:59Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: /* &amp;quot;graphics/mesh&amp;quot; section */ empty config section?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Variables}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Variables section =&lt;br /&gt;
The variables are set in their respective sections between the &amp;lt;code&amp;gt;&amp;lt;variables&amp;gt;&amp;lt;/code&amp;gt; and the &amp;lt;code&amp;gt;&amp;lt;/variables&amp;gt;&amp;lt;/code&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} ''Syntax of the variables and where to put them.''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''hqtextures'''&amp;lt;/code&amp;gt; [string] - enables the ''hqtextures'' directory&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;splash&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [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.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} ''What does the next line mean?''&lt;br /&gt;
** &amp;lt;code&amp;gt;.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;: (0.0-1.0) default reflection level (1.0 = very shiny). &lt;br /&gt;
* &amp;lt;code&amp;gt;'''star_shine'''&amp;lt;/code&amp;gt; [string/file] - List of .ani files for a sun's flare effect separated by single spaces.&lt;br /&gt;
** &amp;lt;code&amp;gt;shine.ani&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''num_messages'''&amp;lt;/code&amp;gt; [float] - Sets the maximum number of communication messages shown at the same time.&lt;br /&gt;
** &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''last_message_time'''&amp;lt;/code&amp;gt; [float] - Sets the minimum time (in seconds) that a message is shown before scrolled up.&lt;br /&gt;
** &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''StretchBolts'''&amp;lt;/code&amp;gt; [float] - If &amp;gt; 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, its own Length being compensated for.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;&amp;lt;code&amp;gt;hud&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''radarType'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;WC&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.&lt;br /&gt;
** &amp;lt;code&amp;gt;Elite&amp;lt;/code&amp;gt; - 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).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Minimum target box size.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display. Allow &amp;lt;code&amp;gt;drawAllTargetBoxes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTargetsTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawAlwaysITTS&amp;lt;/code&amp;gt; .&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not display any target box or docking box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display every units in boxes (not planets, jumps).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display units in boxes except the selected one.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw a line between your ship and the selected target. Allow drawLineToTargetsTarget. Does not seem to work (on 4rd March 2004).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTargetsTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; -  Draw a line between your target and the target of your target. Does not seem to work (on 4th March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw [[Terminology:ITTS|ITTS]] line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Force [[Terminology:ITTS|ITTS]] drawing.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; - Does not seem to work (on 7th March 2004). {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;audio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;unitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cockpitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
This section contains names of wave files that happen on these events.&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;keyboard&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor'''&amp;lt;/code&amp;gt; - This parameter is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; when [Mouse glide] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse glide]. When enabled, &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; must be set to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Set when no mouse support is required or when &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_chasecam'''&amp;lt;/code&amp;gt; [default:true] (false, true) - disables/enables cursor display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pancam'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pantgt'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on target camera (default key '8')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_crosshair'''&amp;lt;/code&amp;gt; - Mouse cursor appearance when [Mouse glide] is selected (when &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;).&lt;br /&gt;
* '''&amp;lt;code&amp;gt;crosshairs.spr&amp;lt;/code&amp;gt;''' &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - If &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;, this file contains the image to be used as cursor. This file must be located in the &amp;lt;code&amp;gt;./sprites&amp;lt;/code&amp;gt; directory. See the .spr file format [[HowTo:Edit HUDs]].&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_mouse'''&amp;lt;/code&amp;gt; This parameter is set to true when [Mouse warp] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse warp]. When enabled, mouse_cursor must be set to false.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Set when no mouse support is required or when mouse_cursor is set to true.&lt;br /&gt;
** Note: if no in-flight mouse control is needed, both mouse_cursor and warp_mouse must be set to false.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reverse_mouse_spr'''&amp;lt;/code&amp;gt; Used when [Mouse glide] control is selected in setup (see mouse_cursor).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; -  Invert vertical mouse axis.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not invert vertical mouse axis.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;AI&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
===&amp;quot;&amp;lt;code&amp;gt;Targetting&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
===&amp;quot;&amp;lt;code&amp;gt;Firing&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cargo&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;physics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed'''&amp;lt;/code&amp;gt; [float]- Changed by setup program, depends on difficulty setting.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed_lying'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt; [boolean] - If set, beam weapons with ammo will expend it (currently only Jackhammer).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt; [boolean] - Turns on a correction of &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]] for all weapons toward the medium values (for &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt;=1 &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; &amp;lt;1000 is raised, otherwise lowered; &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; dropped to 1/8 of the value in &amp;lt;code&amp;gt;weapon_list.xml&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt; [float] - The adjustment factor for weapons' &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]]. Both values are multiplied by this if &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt;=&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;, otherwise adjustments are more complex.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''special_and_normal_gun_combo'''&amp;lt;/code&amp;gt; [boolean] - If set, the weapon group of all guns including &amp;quot;Special&amp;quot; ones can be toggled when cycling through guns.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;galaxy&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;server&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;network&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of ''vegastrike.config'' variables visit [[CONFVAR]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=17932</id>
		<title>Manual:Config:Advanced:Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=17932"/>
				<updated>2010-09-29T22:07:42Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: /* &amp;quot;graphics/general&amp;quot; section */ empty config section?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Variables}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Variables section =&lt;br /&gt;
The variables are set in their respective sections between the &amp;lt;code&amp;gt;&amp;lt;variables&amp;gt;&amp;lt;/code&amp;gt; and the &amp;lt;code&amp;gt;&amp;lt;/variables&amp;gt;&amp;lt;/code&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} ''Syntax of the variables and where to put them.''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''hqtextures'''&amp;lt;/code&amp;gt; [string] - enables the ''hqtextures'' directory&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;splash&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}} ''Empty section?  Nothing in SVN &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [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.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} ''What does the next line mean?''&lt;br /&gt;
** &amp;lt;code&amp;gt;.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;: (0.0-1.0) default reflection level (1.0 = very shiny). &lt;br /&gt;
* &amp;lt;code&amp;gt;'''star_shine'''&amp;lt;/code&amp;gt; [string/file] - List of .ani files for a sun's flare effect separated by single spaces.&lt;br /&gt;
** &amp;lt;code&amp;gt;shine.ani&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''num_messages'''&amp;lt;/code&amp;gt; [float] - Sets the maximum number of communication messages shown at the same time.&lt;br /&gt;
** &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''last_message_time'''&amp;lt;/code&amp;gt; [float] - Sets the minimum time (in seconds) that a message is shown before scrolled up.&lt;br /&gt;
** &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''StretchBolts'''&amp;lt;/code&amp;gt; [float] - If &amp;gt; 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, its own Length being compensated for.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;&amp;lt;code&amp;gt;hud&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''radarType'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;WC&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.&lt;br /&gt;
** &amp;lt;code&amp;gt;Elite&amp;lt;/code&amp;gt; - 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).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Minimum target box size.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display. Allow &amp;lt;code&amp;gt;drawAllTargetBoxes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTargetsTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawAlwaysITTS&amp;lt;/code&amp;gt; .&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not display any target box or docking box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display every units in boxes (not planets, jumps).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display units in boxes except the selected one.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw a line between your ship and the selected target. Allow drawLineToTargetsTarget. Does not seem to work (on 4rd March 2004).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTargetsTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; -  Draw a line between your target and the target of your target. Does not seem to work (on 4th March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw [[Terminology:ITTS|ITTS]] line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Force [[Terminology:ITTS|ITTS]] drawing.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; - Does not seem to work (on 7th March 2004). {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;audio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;unitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cockpitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
This section contains names of wave files that happen on these events.&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;keyboard&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor'''&amp;lt;/code&amp;gt; - This parameter is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; when [Mouse glide] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse glide]. When enabled, &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; must be set to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Set when no mouse support is required or when &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_chasecam'''&amp;lt;/code&amp;gt; [default:true] (false, true) - disables/enables cursor display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pancam'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pantgt'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on target camera (default key '8')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_crosshair'''&amp;lt;/code&amp;gt; - Mouse cursor appearance when [Mouse glide] is selected (when &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;).&lt;br /&gt;
* '''&amp;lt;code&amp;gt;crosshairs.spr&amp;lt;/code&amp;gt;''' &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - If &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;, this file contains the image to be used as cursor. This file must be located in the &amp;lt;code&amp;gt;./sprites&amp;lt;/code&amp;gt; directory. See the .spr file format [[HowTo:Edit HUDs]].&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_mouse'''&amp;lt;/code&amp;gt; This parameter is set to true when [Mouse warp] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse warp]. When enabled, mouse_cursor must be set to false.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Set when no mouse support is required or when mouse_cursor is set to true.&lt;br /&gt;
** Note: if no in-flight mouse control is needed, both mouse_cursor and warp_mouse must be set to false.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reverse_mouse_spr'''&amp;lt;/code&amp;gt; Used when [Mouse glide] control is selected in setup (see mouse_cursor).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; -  Invert vertical mouse axis.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not invert vertical mouse axis.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;AI&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
===&amp;quot;&amp;lt;code&amp;gt;Targetting&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
===&amp;quot;&amp;lt;code&amp;gt;Firing&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cargo&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;physics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed'''&amp;lt;/code&amp;gt; [float]- Changed by setup program, depends on difficulty setting.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed_lying'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt; [boolean] - If set, beam weapons with ammo will expend it (currently only Jackhammer).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt; [boolean] - Turns on a correction of &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]] for all weapons toward the medium values (for &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt;=1 &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; &amp;lt;1000 is raised, otherwise lowered; &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; dropped to 1/8 of the value in &amp;lt;code&amp;gt;weapon_list.xml&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt; [float] - The adjustment factor for weapons' &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]]. Both values are multiplied by this if &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt;=&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;, otherwise adjustments are more complex.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''special_and_normal_gun_combo'''&amp;lt;/code&amp;gt; [boolean] - If set, the weapon group of all guns including &amp;quot;Special&amp;quot; ones can be toggled when cycling through guns.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;galaxy&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;server&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;network&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of ''vegastrike.config'' variables visit [[CONFVAR]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Talk:Manual:Config:Advanced:Variables&amp;diff=17931</id>
		<title>Talk:Manual:Config:Advanced:Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Talk:Manual:Config:Advanced:Variables&amp;diff=17931"/>
				<updated>2010-09-29T22:06:36Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: subsections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the config file I see:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;section name=&amp;quot;graphics/mesh&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
as well as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;section name=&amp;quot;ai&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;section name=&amp;quot;targetting&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Are the 2 styles interchangeable? [[User:Greenfreedom10|Greenfreedom10]] 22:06, 29 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=17930</id>
		<title>Manual:Config:Advanced:Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=17930"/>
				<updated>2010-09-29T22:02:34Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: Add more sections and subsections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Variables}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Variables section =&lt;br /&gt;
The variables are set in their respective sections between the &amp;lt;code&amp;gt;&amp;lt;variables&amp;gt;&amp;lt;/code&amp;gt; and the &amp;lt;code&amp;gt;&amp;lt;/variables&amp;gt;&amp;lt;/code&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} ''Syntax of the variables and where to put them.''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''hqtextures'''&amp;lt;/code&amp;gt; [string] - enables the ''hqtextures'' directory&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;splash&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics/mesh&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [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.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} ''What does the next line mean?''&lt;br /&gt;
** &amp;lt;code&amp;gt;.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;: (0.0-1.0) default reflection level (1.0 = very shiny). &lt;br /&gt;
* &amp;lt;code&amp;gt;'''star_shine'''&amp;lt;/code&amp;gt; [string/file] - List of .ani files for a sun's flare effect separated by single spaces.&lt;br /&gt;
** &amp;lt;code&amp;gt;shine.ani&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''num_messages'''&amp;lt;/code&amp;gt; [float] - Sets the maximum number of communication messages shown at the same time.&lt;br /&gt;
** &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''last_message_time'''&amp;lt;/code&amp;gt; [float] - Sets the minimum time (in seconds) that a message is shown before scrolled up.&lt;br /&gt;
** &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''StretchBolts'''&amp;lt;/code&amp;gt; [float] - If &amp;gt; 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, its own Length being compensated for.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;&amp;lt;code&amp;gt;hud&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
* &amp;lt;code&amp;gt;'''radarType'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;WC&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.&lt;br /&gt;
** &amp;lt;code&amp;gt;Elite&amp;lt;/code&amp;gt; - 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).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Minimum target box size.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display. Allow &amp;lt;code&amp;gt;drawAllTargetBoxes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTargetsTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawAlwaysITTS&amp;lt;/code&amp;gt; .&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not display any target box or docking box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display every units in boxes (not planets, jumps).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display units in boxes except the selected one.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw a line between your ship and the selected target. Allow drawLineToTargetsTarget. Does not seem to work (on 4rd March 2004).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTargetsTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; -  Draw a line between your target and the target of your target. Does not seem to work (on 4th March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw [[Terminology:ITTS|ITTS]] line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Force [[Terminology:ITTS|ITTS]] drawing.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; - Does not seem to work (on 7th March 2004). {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;audio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;unitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cockpitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
This section contains names of wave files that happen on these events.&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;keyboard&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor'''&amp;lt;/code&amp;gt; - This parameter is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; when [Mouse glide] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse glide]. When enabled, &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; must be set to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Set when no mouse support is required or when &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_chasecam'''&amp;lt;/code&amp;gt; [default:true] (false, true) - disables/enables cursor display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pancam'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pantgt'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on target camera (default key '8')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_crosshair'''&amp;lt;/code&amp;gt; - Mouse cursor appearance when [Mouse glide] is selected (when &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;).&lt;br /&gt;
* '''&amp;lt;code&amp;gt;crosshairs.spr&amp;lt;/code&amp;gt;''' &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - If &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;, this file contains the image to be used as cursor. This file must be located in the &amp;lt;code&amp;gt;./sprites&amp;lt;/code&amp;gt; directory. See the .spr file format [[HowTo:Edit HUDs]].&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_mouse'''&amp;lt;/code&amp;gt; This parameter is set to true when [Mouse warp] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse warp]. When enabled, mouse_cursor must be set to false.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Set when no mouse support is required or when mouse_cursor is set to true.&lt;br /&gt;
** Note: if no in-flight mouse control is needed, both mouse_cursor and warp_mouse must be set to false.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reverse_mouse_spr'''&amp;lt;/code&amp;gt; Used when [Mouse glide] control is selected in setup (see mouse_cursor).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; -  Invert vertical mouse axis.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not invert vertical mouse axis.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;general&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;AI&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
===&amp;quot;&amp;lt;code&amp;gt;Targetting&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
===&amp;quot;&amp;lt;code&amp;gt;Firing&amp;lt;/code&amp;gt;&amp;quot; subsection===&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cargo&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;physics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed'''&amp;lt;/code&amp;gt; [float]- Changed by setup program, depends on difficulty setting.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed_lying'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt; [boolean] - If set, beam weapons with ammo will expend it (currently only Jackhammer).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt; [boolean] - Turns on a correction of &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]] for all weapons toward the medium values (for &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt;=1 &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; &amp;lt;1000 is raised, otherwise lowered; &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; dropped to 1/8 of the value in &amp;lt;code&amp;gt;weapon_list.xml&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt; [float] - The adjustment factor for weapons' &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]]. Both values are multiplied by this if &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt;=&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;, otherwise adjustments are more complex.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''special_and_normal_gun_combo'''&amp;lt;/code&amp;gt; [boolean] - If set, the weapon group of all guns including &amp;quot;Special&amp;quot; ones can be toggled when cycling through guns.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;galaxy&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;server&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;network&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
{{FIXME}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of ''vegastrike.config'' variables visit [[CONFVAR]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Colors&amp;diff=17929</id>
		<title>Manual:Config:Advanced:Colors</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Colors&amp;diff=17929"/>
				<updated>2010-09-29T21:42:13Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: /* &amp;quot;default&amp;quot; section */ clarify space_background description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Colors}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Variables|Config:Advanced:Variables]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Color variables =&lt;br /&gt;
The color variables are set in their respective sections between the &amp;lt;code&amp;gt;&amp;lt;colors&amp;gt;&amp;lt;/code&amp;gt; and the &amp;lt;code&amp;gt;&amp;lt;/colors&amp;gt;&amp;lt;/code&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
The color variables look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;color name=&amp;quot;NAME&amp;quot; r=&amp;quot;NUM&amp;quot; g=&amp;quot;NUM&amp;quot; b=&amp;quot;NUM&amp;quot; a=&amp;quot;NUM&amp;quot; /&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
or like this, if referring to a color in another section:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;color name=&amp;quot;NAME&amp;quot; section=&amp;quot;SECTION&amp;quot; ref=&amp;quot;NAME&amp;quot; /&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FIXME}} ''Are the 2 types interchangeable (for the same variable)?''&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;&amp;lt;code&amp;gt;nav&amp;lt;/code&amp;gt;&amp;quot; section ==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''destination_system'''&amp;lt;/code&amp;gt; [rgba] - {{FIXME}}&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;&amp;lt;code&amp;gt;absolute&amp;lt;/code&amp;gt;&amp;quot; section ==&lt;br /&gt;
Sets absolute colors used for reference? {{FIXME}} ''Add defaults.''&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''red'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''green'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''blue'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''yellow'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''black'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''white'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''grey'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''light-grey'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pink'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''dark-red'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''dark-blue'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;&amp;lt;code&amp;gt;unit&amp;lt;/code&amp;gt;&amp;quot; section ==&lt;br /&gt;
Light to use for ships.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ship_ambient'''&amp;lt;/code&amp;gt; [rgba] - Ambient light used for ship model rendering?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''engine'''&amp;lt;/code&amp;gt; [rgba] - Engine color?&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;&amp;lt;code&amp;gt;terrain&amp;lt;/code&amp;gt;&amp;quot; section ==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''terrain_ambient'''&amp;lt;/code&amp;gt; [rgba] - Ambient light used for terrain rendering (what terrain)?&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;&amp;lt;code&amp;gt;default&amp;lt;/code&amp;gt;&amp;quot; section ==&lt;br /&gt;
Colors to use in radar/target rectangles.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''enemy'''&amp;lt;/code&amp;gt; [ref] - Enemy ship, based on player stats faction&amp;lt;0?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''friend'''&amp;lt;/code&amp;gt; [ref] - Friend ship, based on player stats faction&amp;gt;0?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''neutral'''&amp;lt;/code&amp;gt; [ref] - Neutral ship, based on player stats faction=0?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''attacking_ship'''&amp;lt;/code&amp;gt; [ref] - Ship attacking you.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''locking_ship'''&amp;lt;/code&amp;gt; [ref] - Ship with missiles locked on?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''targetting_ship'''&amp;lt;/code&amp;gt; [ref] - Ship targetting you?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''target'''&amp;lt;/code&amp;gt; [ref] - Target, whether ship or planet, etc.?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet'''&amp;lt;/code&amp;gt; [ref] - Any planet?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''docking_box'''&amp;lt;/code&amp;gt; [ref] - Docking boxes for showing available docking areas.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''black_and_white'''&amp;lt;/code&amp;gt; [ref] - {{FIXME}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet_ambient'''&amp;lt;/code&amp;gt; [rgba] - Ambient light used when rendering planets?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet_mat_ambient'''&amp;lt;/code&amp;gt; [rgba] - {{FIXME}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet_mat_diffuse'''&amp;lt;/code&amp;gt; [rgba] - {{FIXME}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet_mat_specular'''&amp;lt;/code&amp;gt; [rgba] - {{FIXME}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet_mat_emmissive'''&amp;lt;/code&amp;gt; [rgba] - {{FIXME}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''space_background'''&amp;lt;/code&amp;gt; [ref] - The color of the void of space.&lt;br /&gt;
** set this to &amp;quot;dark-blue&amp;quot; to get the real spacey feeling&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Colors&amp;diff=17928</id>
		<title>Manual:Config:Advanced:Colors</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Colors&amp;diff=17928"/>
				<updated>2010-09-29T21:41:40Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: fix section quotes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Colors}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Variables|Config:Advanced:Variables]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Color variables =&lt;br /&gt;
The color variables are set in their respective sections between the &amp;lt;code&amp;gt;&amp;lt;colors&amp;gt;&amp;lt;/code&amp;gt; and the &amp;lt;code&amp;gt;&amp;lt;/colors&amp;gt;&amp;lt;/code&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
The color variables look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;color name=&amp;quot;NAME&amp;quot; r=&amp;quot;NUM&amp;quot; g=&amp;quot;NUM&amp;quot; b=&amp;quot;NUM&amp;quot; a=&amp;quot;NUM&amp;quot; /&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
or like this, if referring to a color in another section:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;color name=&amp;quot;NAME&amp;quot; section=&amp;quot;SECTION&amp;quot; ref=&amp;quot;NAME&amp;quot; /&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FIXME}} ''Are the 2 types interchangeable (for the same variable)?''&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;&amp;lt;code&amp;gt;nav&amp;lt;/code&amp;gt;&amp;quot; section ==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''destination_system'''&amp;lt;/code&amp;gt; [rgba] - {{FIXME}}&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;&amp;lt;code&amp;gt;absolute&amp;lt;/code&amp;gt;&amp;quot; section ==&lt;br /&gt;
Sets absolute colors used for reference? {{FIXME}} ''Add defaults.''&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''red'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''green'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''blue'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''yellow'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''black'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''white'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''grey'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''light-grey'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pink'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''dark-red'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''dark-blue'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;&amp;lt;code&amp;gt;unit&amp;lt;/code&amp;gt;&amp;quot; section ==&lt;br /&gt;
Light to use for ships.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ship_ambient'''&amp;lt;/code&amp;gt; [rgba] - Ambient light used for ship model rendering?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''engine'''&amp;lt;/code&amp;gt; [rgba] - Engine color?&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;&amp;lt;code&amp;gt;terrain&amp;lt;/code&amp;gt;&amp;quot; section ==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''terrain_ambient'''&amp;lt;/code&amp;gt; [rgba] - Ambient light used for terrain rendering (what terrain)?&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;&amp;lt;code&amp;gt;default&amp;lt;/code&amp;gt;&amp;quot; section ==&lt;br /&gt;
Colors to use in radar/target rectangles.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''enemy'''&amp;lt;/code&amp;gt; [ref] - Enemy ship, based on player stats faction&amp;lt;0?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''friend'''&amp;lt;/code&amp;gt; [ref] - Friend ship, based on player stats faction&amp;gt;0?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''neutral'''&amp;lt;/code&amp;gt; [ref] - Neutral ship, based on player stats faction=0?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''attacking_ship'''&amp;lt;/code&amp;gt; [ref] - Ship attacking you.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''locking_ship'''&amp;lt;/code&amp;gt; [ref] - Ship with missiles locked on?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''targetting_ship'''&amp;lt;/code&amp;gt; [ref] - Ship targetting you?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''target'''&amp;lt;/code&amp;gt; [ref] - Target, whether ship or planet, etc.?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet'''&amp;lt;/code&amp;gt; [ref] - Any planet?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''docking_box'''&amp;lt;/code&amp;gt; [ref] - Docking boxes for showing available docking areas.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''black_and_white'''&amp;lt;/code&amp;gt; [ref] - {{FIXME}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet_ambient'''&amp;lt;/code&amp;gt; [rgba] - Ambient light used when rendering planets?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet_mat_ambient'''&amp;lt;/code&amp;gt; [rgba] - {{FIXME}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet_mat_diffuse'''&amp;lt;/code&amp;gt; [rgba] - {{FIXME}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet_mat_specular'''&amp;lt;/code&amp;gt; [rgba] - {{FIXME}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet_mat_emmissive'''&amp;lt;/code&amp;gt; [rgba] - {{FIXME}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''space_background'''&amp;lt;/code&amp;gt; [ref] - The color of the void.&lt;br /&gt;
** set this to &amp;quot;dark-blue&amp;quot; to get the real spacey feeling&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Colors&amp;diff=17927</id>
		<title>Manual:Config:Advanced:Colors</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Colors&amp;diff=17927"/>
				<updated>2010-09-29T20:29:16Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: Add a bunch of content based on current SVN vegastrike.config uncommented variables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Colors}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Variables|Config:Advanced:Variables]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Color variables =&lt;br /&gt;
The color variables are set in their respective sections between the &amp;lt;code&amp;gt;&amp;lt;colors&amp;gt;&amp;lt;/code&amp;gt; and the &amp;lt;code&amp;gt;&amp;lt;/colors&amp;gt;&amp;lt;/code&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
The color variables look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;color name=&amp;quot;NAME&amp;quot; r=&amp;quot;NUM&amp;quot; g=&amp;quot;NUM&amp;quot; b=&amp;quot;NUM&amp;quot; a=&amp;quot;NUM&amp;quot; /&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
or like this, if referring to a color in another section:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;color name=&amp;quot;NAME&amp;quot; section=&amp;quot;SECTION&amp;quot; ref=&amp;quot;NAME&amp;quot; /&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FIXME}} ''Are the 2 types interchangeable (for the same variable)?''&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;&amp;lt;code&amp;gt;nav&amp;lt;/code&amp;gt; section&amp;quot; ==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''destination_system'''&amp;lt;/code&amp;gt; [rgba] - {{FIXME}}&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;&amp;lt;code&amp;gt;absolute&amp;lt;/code&amp;gt; section&amp;quot; ==&lt;br /&gt;
Sets absolute colors used for reference? {{FIXME}} ''Add defaults.''&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''red'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''green'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''blue'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''yellow'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''black'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''white'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''grey'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''light-grey'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pink'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''dark-red'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
* &amp;lt;code&amp;gt;'''dark-blue'''&amp;lt;/code&amp;gt; [rgba]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;&amp;lt;code&amp;gt;unit&amp;lt;/code&amp;gt; section&amp;quot; ==&lt;br /&gt;
Light to use for ships.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''ship_ambient'''&amp;lt;/code&amp;gt; [rgba] - Ambient light used for ship model rendering?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''engine'''&amp;lt;/code&amp;gt; [rgba] - Engine color?&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;&amp;lt;code&amp;gt;terrain&amp;lt;/code&amp;gt; section&amp;quot; ==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''terrain_ambient'''&amp;lt;/code&amp;gt; [rgba] - Ambient light used for terrain rendering (what terrain)?&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;&amp;lt;code&amp;gt;default&amp;lt;/code&amp;gt; section&amp;quot; ==&lt;br /&gt;
Colors to use in radar/target rectangles.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''enemy'''&amp;lt;/code&amp;gt; [ref] - Enemy ship, based on player stats faction&amp;lt;0?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''friend'''&amp;lt;/code&amp;gt; [ref] - Friend ship, based on player stats faction&amp;gt;0?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''neutral'''&amp;lt;/code&amp;gt; [ref] - Neutral ship, based on player stats faction=0?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''attacking_ship'''&amp;lt;/code&amp;gt; [ref] - Ship attacking you.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''locking_ship'''&amp;lt;/code&amp;gt; [ref] - Ship with missiles locked on?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''targetting_ship'''&amp;lt;/code&amp;gt; [ref] - Ship targetting you?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''target'''&amp;lt;/code&amp;gt; [ref] - Target, whether ship or planet, etc.?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet'''&amp;lt;/code&amp;gt; [ref] - Any planet?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''docking_box'''&amp;lt;/code&amp;gt; [ref] - Docking boxes for showing available docking areas.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''black_and_white'''&amp;lt;/code&amp;gt; [ref] - {{FIXME}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet_ambient'''&amp;lt;/code&amp;gt; [rgba] - Ambient light used when rendering planets?&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet_mat_ambient'''&amp;lt;/code&amp;gt; [rgba] - {{FIXME}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet_mat_diffuse'''&amp;lt;/code&amp;gt; [rgba] - {{FIXME}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet_mat_specular'''&amp;lt;/code&amp;gt; [rgba] - {{FIXME}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''planet_mat_emmissive'''&amp;lt;/code&amp;gt; [rgba] - {{FIXME}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''space_background'''&amp;lt;/code&amp;gt; [ref] - The color of the void.&lt;br /&gt;
** set this to &amp;quot;dark-blue&amp;quot; to get the real spacey feeling&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Colors&amp;diff=17926</id>
		<title>Manual:Config:Advanced:Colors</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Colors&amp;diff=17926"/>
				<updated>2010-09-29T20:01:56Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: add note in intro about sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Colors}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Variables|Config:Advanced:Variables]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Color variables =&lt;br /&gt;
The color variables are set in their respective sections between the &amp;lt;code&amp;gt;&amp;lt;colors&amp;gt;&amp;lt;/code&amp;gt; and the &amp;lt;code&amp;gt;&amp;lt;/colors&amp;gt;&amp;lt;/code&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} ''Syntax of the color section variables and where to put them.''&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=17925</id>
		<title>Manual:Config:Advanced:Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=17925"/>
				<updated>2010-09-29T19:59:28Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: add note in intro about sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Variables}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Variables section =&lt;br /&gt;
The variables are set in their respective sections between the &amp;lt;code&amp;gt;&amp;lt;variables&amp;gt;&amp;lt;/code&amp;gt; and the &amp;lt;code&amp;gt;&amp;lt;/variables&amp;gt;&amp;lt;/code&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} ''Syntax of the variables and where to put them.''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''hqtextures'''&amp;lt;/code&amp;gt; [string] - enables the ''hqtextures'' directory&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;Physics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed'''&amp;lt;/code&amp;gt; [float]- Changed by setup program, depends on difficulty setting.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed_lying'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt; [boolean] - If set, beam weapons with ammo will expend it (currently only Jackhammer).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt; [boolean] - Turns on a correction of &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]] for all weapons toward the medium values (for &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt;=1 &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; &amp;lt;1000 is raised, otherwise lowered; &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; dropped to 1/8 of the value in &amp;lt;code&amp;gt;weapon_list.xml&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt; [float] - The adjustment factor for weapons' &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]]. Both values are multiplied by this if &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt;=&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;, otherwise adjustments are more complex.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''special_and_normal_gun_combo'''&amp;lt;/code&amp;gt; [boolean] - If set, the weapon group of all guns including &amp;quot;Special&amp;quot; ones can be toggled when cycling through guns.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [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.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} ''What does the next line mean?''&lt;br /&gt;
** &amp;lt;code&amp;gt;.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;: (0.0-1.0) default reflection level (1.0 = very shiny). &lt;br /&gt;
* &amp;lt;code&amp;gt;'''star_shine'''&amp;lt;/code&amp;gt; [string/file] - List of .ani files for a sun's flare effect separated by single spaces.&lt;br /&gt;
** &amp;lt;code&amp;gt;shine.ani&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''num_messages'''&amp;lt;/code&amp;gt; [float] - Sets the maximum number of communication messages shown at the same time.&lt;br /&gt;
** &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''last_message_time'''&amp;lt;/code&amp;gt; [float] - Sets the minimum time (in seconds) that a message is shown before scrolled up.&lt;br /&gt;
** &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''StretchBolts'''&amp;lt;/code&amp;gt; [float] - If &amp;gt; 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, its own Length being compensated for.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''radarType'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;WC&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.&lt;br /&gt;
** &amp;lt;code&amp;gt;Elite&amp;lt;/code&amp;gt; - 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).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Minimum target box size.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display. Allow &amp;lt;code&amp;gt;drawAllTargetBoxes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTargetsTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawAlwaysITTS&amp;lt;/code&amp;gt; .&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not display any target box or docking box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display every units in boxes (not planets, jumps).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display units in boxes except the selected one.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw a line between your ship and the selected target. Allow drawLineToTargetsTarget. Does not seem to work (on 4rd March 2004).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTargetsTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; -  Draw a line between your target and the target of your target. Does not seem to work (on 4th March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw [[Terminology:ITTS|ITTS]] line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Force [[Terminology:ITTS|ITTS]] drawing.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; - Does not seem to work (on 7th March 2004). {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor'''&amp;lt;/code&amp;gt; - This parameter is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; when [Mouse glide] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse glide]. When enabled, &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; must be set to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Set when no mouse support is required or when &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_chasecam'''&amp;lt;/code&amp;gt; [default:true] (false, true) - disables/enables cursor display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pancam'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pantgt'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on target camera (default key '8')&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_crosshair'''&amp;lt;/code&amp;gt; - Mouse cursor appearance when [Mouse glide] is selected (when &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;).&lt;br /&gt;
* '''&amp;lt;code&amp;gt;crosshairs.spr&amp;lt;/code&amp;gt;''' &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - If &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;, this file contains the image to be used as cursor. This file must be located in the &amp;lt;code&amp;gt;./sprites&amp;lt;/code&amp;gt; directory. See the .spr file format [[HowTo:Edit HUDs]].&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_mouse'''&amp;lt;/code&amp;gt; This parameter is set to true when [Mouse warp] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse warp]. When enabled, mouse_cursor must be set to false.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Set when no mouse support is required or when mouse_cursor is set to true.&lt;br /&gt;
** Note: if no in-flight mouse control is needed, both mouse_cursor and warp_mouse must be set to false.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reverse_mouse_spr'''&amp;lt;/code&amp;gt; Used when [Mouse glide] control is selected in setup (see mouse_cursor).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; -  Invert vertical mouse axis.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not invert vertical mouse axis.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cockpitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
This section contains names of wave files that happen on these events.&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
{{Fixme}} ''Insert a very short example code showing a variable definition (and subsections).''&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of ''vegastrike.config'' variables visit [[CONFVAR]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings&amp;diff=17924</id>
		<title>Manual:Config:Advanced:Bindings</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings&amp;diff=17924"/>
				<updated>2010-09-29T19:57:20Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: bindings part has no sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Bindings}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Key and button bindings =&lt;br /&gt;
The bindings are set between the &amp;lt;code&amp;gt;&amp;lt;bindings&amp;gt;&amp;lt;/code&amp;gt; and the &amp;lt;code&amp;gt;&amp;lt;/bindings&amp;gt;&amp;lt;/code&amp;gt; tags in the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file.  This first part of the config file is not separated into sections, though the bindings do divide nicely into these subsections based on the different devices:&lt;br /&gt;
* [[Manual:Config:Advanced:Bindings:Keyboard|Keyboard bindings]]&lt;br /&gt;
* [[Manual:Config:Advanced:Bindings:Mouse|Mouse bindings]]&lt;br /&gt;
* [[Manual:Config:Advanced:Bindings:Joystick|Joystick bindings]]&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;d&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DockKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind mouse=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[Manual:Keyboard layout]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Bindings]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=17923</id>
		<title>Manual:Config:Advanced:Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=17923"/>
				<updated>2010-09-29T19:52:50Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: Add a bit of an intro&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Variables}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Variables section =&lt;br /&gt;
The variables are set between the &amp;lt;code&amp;gt;&amp;lt;variables&amp;gt;&amp;lt;/code&amp;gt; and the &amp;lt;code&amp;gt;&amp;lt;/variables&amp;gt;&amp;lt;/code&amp;gt; tags in the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} ''Syntax of the variables and where to put them.''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''hqtextures'''&amp;lt;/code&amp;gt; [string] - enables the ''hqtextures'' directory&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;Physics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed'''&amp;lt;/code&amp;gt; [float]- Changed by setup program, depends on difficulty setting.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed_lying'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt; [boolean] - If set, beam weapons with ammo will expend it (currently only Jackhammer).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt; [boolean] - Turns on a correction of &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]] for all weapons toward the medium values (for &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt;=1 &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; &amp;lt;1000 is raised, otherwise lowered; &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; dropped to 1/8 of the value in &amp;lt;code&amp;gt;weapon_list.xml&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt; [float] - The adjustment factor for weapons' &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]]. Both values are multiplied by this if &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt;=&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;, otherwise adjustments are more complex.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''special_and_normal_gun_combo'''&amp;lt;/code&amp;gt; [boolean] - If set, the weapon group of all guns including &amp;quot;Special&amp;quot; ones can be toggled when cycling through guns.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [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.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} ''What does the next line mean?''&lt;br /&gt;
** &amp;lt;code&amp;gt;.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;: (0.0-1.0) default reflection level (1.0 = very shiny). &lt;br /&gt;
* &amp;lt;code&amp;gt;'''star_shine'''&amp;lt;/code&amp;gt; [string/file] - List of .ani files for a sun's flare effect separated by single spaces.&lt;br /&gt;
** &amp;lt;code&amp;gt;shine.ani&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''num_messages'''&amp;lt;/code&amp;gt; [float] - Sets the maximum number of communication messages shown at the same time.&lt;br /&gt;
** &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''last_message_time'''&amp;lt;/code&amp;gt; [float] - Sets the minimum time (in seconds) that a message is shown before scrolled up.&lt;br /&gt;
** &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''StretchBolts'''&amp;lt;/code&amp;gt; [float] - If &amp;gt; 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, its own Length being compensated for.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''radarType'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;WC&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.&lt;br /&gt;
** &amp;lt;code&amp;gt;Elite&amp;lt;/code&amp;gt; - 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).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Minimum target box size.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display. Allow &amp;lt;code&amp;gt;drawAllTargetBoxes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTargetsTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawAlwaysITTS&amp;lt;/code&amp;gt; .&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not display any target box or docking box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display every units in boxes (not planets, jumps).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display units in boxes except the selected one.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw a line between your ship and the selected target. Allow drawLineToTargetsTarget. Does not seem to work (on 4rd March 2004).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTargetsTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; -  Draw a line between your target and the target of your target. Does not seem to work (on 4th March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw [[Terminology:ITTS|ITTS]] line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Force [[Terminology:ITTS|ITTS]] drawing.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; - Does not seem to work (on 7th March 2004). {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor'''&amp;lt;/code&amp;gt; - This parameter is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; when [Mouse glide] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse glide]. When enabled, &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; must be set to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Set when no mouse support is required or when &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_chasecam'''&amp;lt;/code&amp;gt; [default:true] (false, true) - disables/enables cursor display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pancam'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pantgt'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on target camera (default key '8')&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_crosshair'''&amp;lt;/code&amp;gt; - Mouse cursor appearance when [Mouse glide] is selected (when &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;).&lt;br /&gt;
* '''&amp;lt;code&amp;gt;crosshairs.spr&amp;lt;/code&amp;gt;''' &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - If &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;, this file contains the image to be used as cursor. This file must be located in the &amp;lt;code&amp;gt;./sprites&amp;lt;/code&amp;gt; directory. See the .spr file format [[HowTo:Edit HUDs]].&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_mouse'''&amp;lt;/code&amp;gt; This parameter is set to true when [Mouse warp] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse warp]. When enabled, mouse_cursor must be set to false.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Set when no mouse support is required or when mouse_cursor is set to true.&lt;br /&gt;
** Note: if no in-flight mouse control is needed, both mouse_cursor and warp_mouse must be set to false.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reverse_mouse_spr'''&amp;lt;/code&amp;gt; Used when [Mouse glide] control is selected in setup (see mouse_cursor).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; -  Invert vertical mouse axis.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not invert vertical mouse axis.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cockpitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
This section contains names of wave files that happen on these events.&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
{{Fixme}} ''Insert a very short example code showing a variable definition (and subsections).''&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of ''vegastrike.config'' variables visit [[CONFVAR]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced&amp;diff=17922</id>
		<title>Manual:Config:Advanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced&amp;diff=17922"/>
				<updated>2010-09-29T19:49:15Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: Use &amp;lt;code&amp;gt; tags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config|Config]]&lt;br /&gt;
| up=[[Manual:Config|Config]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Configuration file structure=&lt;br /&gt;
The basic structure of the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file is as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;vegaconfig&amp;gt;&lt;br /&gt;
&amp;lt;!-- this line is a comment --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;bindings&amp;gt;&lt;br /&gt;
 &amp;lt;bind key=&amp;quot;i&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Screenshot&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/bindings&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;colors&amp;gt;&lt;br /&gt;
 &amp;lt;section name=&amp;quot;unit&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;color name=&amp;quot;ship_ambient&amp;quot; r=&amp;quot;0.3&amp;quot; g=&amp;quot;0.3&amp;quot; b=&amp;quot;0.3&amp;quot; a=&amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;/colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;variables&amp;gt;&lt;br /&gt;
 &amp;lt;section name=&amp;quot;data&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;var name=&amp;quot;usingtemplates&amp;quot; value=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;/variables&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/vegaconfig&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see, the configuration is separated into 3 parts: &amp;lt;code&amp;gt;bindings&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;colors&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;variables&amp;lt;/code&amp;gt;. The &amp;lt;code&amp;gt;colors&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;variables&amp;lt;/code&amp;gt; parts are each divided into sections. Learn more from the following pages:&lt;br /&gt;
* [[Manual:Config:Advanced:Bindings|Bindings]]&lt;br /&gt;
* [[Manual:Config:Advanced:Colors|Colors]]&lt;br /&gt;
* [[Manual:Config:Advanced:Variables|Variables]]&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* Find a simple configuration variable listing at the [[CONFVAR]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config|Config]]&lt;br /&gt;
| up=[[Manual:Config|Config]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Colors&amp;diff=17921</id>
		<title>Manual:Config:Advanced:Colors</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Colors&amp;diff=17921"/>
				<updated>2010-09-29T19:47:03Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: fix heading, add a bit of an intro&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Colors}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Variables|Config:Advanced:Variables]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Color variables =&lt;br /&gt;
The color variables are set between the &amp;lt;code&amp;gt;&amp;lt;colors&amp;gt;&amp;lt;/code&amp;gt; and the &amp;lt;code&amp;gt;&amp;lt;/colors&amp;gt;&amp;lt;/code&amp;gt; tags in the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} ''Syntax of the color section variables and where to put them.''&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings&amp;diff=17920</id>
		<title>Manual:Config:Advanced:Bindings</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings&amp;diff=17920"/>
				<updated>2010-09-29T19:44:49Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: /* Example */ add example, remove fixme&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Bindings}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Key and button bindings =&lt;br /&gt;
The bindings are set between the &amp;lt;code&amp;gt;&amp;lt;bindings&amp;gt;&amp;lt;/code&amp;gt; and the &amp;lt;code&amp;gt;&amp;lt;/bindings&amp;gt;&amp;lt;/code&amp;gt; tags in the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
Please see the specific subsections on the different devices:&lt;br /&gt;
* [[Manual:Config:Advanced:Bindings:Keyboard|Keyboard bindings]]&lt;br /&gt;
* [[Manual:Config:Advanced:Bindings:Mouse|Mouse bindings]]&lt;br /&gt;
* [[Manual:Config:Advanced:Bindings:Joystick|Joystick bindings]]&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;bind key=&amp;quot;d&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;DockKey&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;bind mouse=&amp;quot;0&amp;quot; button=&amp;quot;1&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;MissileKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;bind joystick=&amp;quot;0&amp;quot; button=&amp;quot;3&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;TargetKey&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[Manual:Keyboard layout]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Colors|Config:Advanced:Colors]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Bindings]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Talk:Manual:Config:Advanced:Bindings&amp;diff=17919</id>
		<title>Talk:Manual:Config:Advanced:Bindings</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Talk:Manual:Config:Advanced:Bindings&amp;diff=17919"/>
				<updated>2010-09-29T19:40:36Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: binding variables list?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where can I find a list of binding variables?  I don't see anything about bindings in [[CONFVAR]]. [[User:Greenfreedom10|Greenfreedom10]] 19:40, 29 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced&amp;diff=17918</id>
		<title>Manual:Config:Advanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced&amp;diff=17918"/>
				<updated>2010-09-29T19:32:07Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: rearrange page contents to improve readability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config|Config]]&lt;br /&gt;
| up=[[Manual:Config|Config]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Configuration file structure=&lt;br /&gt;
The basic structure of the vegastrike.config file is as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;vegaconfig&amp;gt;&lt;br /&gt;
&amp;lt;!-- this line is a comment --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;bindings&amp;gt;&lt;br /&gt;
 &amp;lt;bind key=&amp;quot;i&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Screenshot&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/bindings&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;colors&amp;gt;&lt;br /&gt;
 &amp;lt;section name=&amp;quot;unit&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;color name=&amp;quot;ship_ambient&amp;quot; r=&amp;quot;0.3&amp;quot; g=&amp;quot;0.3&amp;quot; b=&amp;quot;0.3&amp;quot; a=&amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;/colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;variables&amp;gt;&lt;br /&gt;
 &amp;lt;section name=&amp;quot;data&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;var name=&amp;quot;usingtemplates&amp;quot; value=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;/variables&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/vegaconfig&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see, the configuration is separated into 3 parts, &amp;quot;bindings&amp;quot;, &amp;quot;colors&amp;quot;, and &amp;quot;variables&amp;quot;. The &amp;quot;colors&amp;quot; and &amp;quot;variables&amp;quot; parts are each divided into sections. Learn more from the following pages:&lt;br /&gt;
* [[Manual:Config:Advanced:Bindings|Bindings]]&lt;br /&gt;
* [[Manual:Config:Advanced:Colors|Colors]]&lt;br /&gt;
* [[Manual:Config:Advanced:Variables|Variables]]&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* Find a simple configuration variable listing at the [[CONFVAR]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config|Config]]&lt;br /&gt;
| up=[[Manual:Config|Config]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=17913</id>
		<title>Manual:Config:Advanced:Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=17913"/>
				<updated>2010-09-29T13:47:19Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: /* Configuration variables */ simplify fixme&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Variables}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Configuration variables =&lt;br /&gt;
{{Fixme}} ''Syntax of the variables and where to put them.''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''hqtextures'''&amp;lt;/code&amp;gt; [string] - enables the ''hqtextures'' directory&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;Physics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed'''&amp;lt;/code&amp;gt; [float]- Changed by setup program, depends on difficulty setting.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed_lying'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt; [boolean] - If set, beam weapons with ammo will expend it (currently only Jackhammer).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt; [boolean] - Turns on a correction of &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]] for all weapons toward the medium values (for &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt;=1 &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; &amp;lt;1000 is raised, otherwise lowered; &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; dropped to 1/8 of the value in &amp;lt;code&amp;gt;weapon_list.xml&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt; [float] - The adjustment factor for weapons' &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]]. Both values are multiplied by this if &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt;=&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;, otherwise adjustments are more complex.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''special_and_normal_gun_combo'''&amp;lt;/code&amp;gt; [boolean] - If set, the weapon group of all guns including &amp;quot;Special&amp;quot; ones can be toggled when cycling through guns.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [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.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} ''What does the next line mean?''&lt;br /&gt;
** &amp;lt;code&amp;gt;.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;: (0.0-1.0) default reflection level (1.0 = very shiny). &lt;br /&gt;
* &amp;lt;code&amp;gt;'''star_shine'''&amp;lt;/code&amp;gt; [string/file] - List of .ani files for a sun's flare effect separated by single spaces.&lt;br /&gt;
** &amp;lt;code&amp;gt;shine.ani&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''num_messages'''&amp;lt;/code&amp;gt; [float] - Sets the maximum number of communication messages shown at the same time.&lt;br /&gt;
** &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''last_message_time'''&amp;lt;/code&amp;gt; [float] - Sets the minimum time (in seconds) that a message is shown before scrolled up.&lt;br /&gt;
** &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''StretchBolts'''&amp;lt;/code&amp;gt; [float] - If &amp;gt; 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, its own Length being compensated for.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''radarType'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;WC&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.&lt;br /&gt;
** &amp;lt;code&amp;gt;Elite&amp;lt;/code&amp;gt; - 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).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Minimum target box size.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display. Allow &amp;lt;code&amp;gt;drawAllTargetBoxes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTargetsTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawAlwaysITTS&amp;lt;/code&amp;gt; .&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not display any target box or docking box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display every units in boxes (not planets, jumps).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display units in boxes except the selected one.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw a line between your ship and the selected target. Allow drawLineToTargetsTarget. Does not seem to work (on 4rd March 2004).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTargetsTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; -  Draw a line between your target and the target of your target. Does not seem to work (on 4th March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw [[Terminology:ITTS|ITTS]] line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Force [[Terminology:ITTS|ITTS]] drawing.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; - Does not seem to work (on 7th March 2004). {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor'''&amp;lt;/code&amp;gt; - This parameter is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; when [Mouse glide] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse glide]. When enabled, &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; must be set to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Set when no mouse support is required or when &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_chasecam'''&amp;lt;/code&amp;gt; [default:true] (false, true) - disables/enables cursor display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pancam'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pantgt'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on target camera (default key '8')&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_crosshair'''&amp;lt;/code&amp;gt; - Mouse cursor appearance when [Mouse glide] is selected (when &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;).&lt;br /&gt;
* '''&amp;lt;code&amp;gt;crosshairs.spr&amp;lt;/code&amp;gt;''' &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - If &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;, this file contains the image to be used as cursor. This file must be located in the &amp;lt;code&amp;gt;./sprites&amp;lt;/code&amp;gt; directory. See the .spr file format [[HowTo:Edit HUDs]].&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_mouse'''&amp;lt;/code&amp;gt; This parameter is set to true when [Mouse warp] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse warp]. When enabled, mouse_cursor must be set to false.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Set when no mouse support is required or when mouse_cursor is set to true.&lt;br /&gt;
** Note: if no in-flight mouse control is needed, both mouse_cursor and warp_mouse must be set to false.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reverse_mouse_spr'''&amp;lt;/code&amp;gt; Used when [Mouse glide] control is selected in setup (see mouse_cursor).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; -  Invert vertical mouse axis.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not invert vertical mouse axis.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cockpitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
This section contains names of wave files that happen on these events.&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
{{Fixme}} ''Insert a very short example code showing a variable definition (and subsections).''&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of ''vegastrike.config'' variables visit [[CONFVAR]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Colors&amp;diff=17912</id>
		<title>Manual:Config:Advanced:Colors</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Colors&amp;diff=17912"/>
				<updated>2010-09-29T13:46:52Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: /* Configuration variables */ simplify fixme&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Configuration variables =&lt;br /&gt;
{{Fixme}} ''Syntax of the color section variables and where to put them.''&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings&amp;diff=17911</id>
		<title>Manual:Config:Advanced:Bindings</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Bindings&amp;diff=17911"/>
				<updated>2010-09-29T13:46:15Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: /* Example */ fixme clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Bindings}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Variables|Config:Advanced:Variables]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Key and button bindings =&lt;br /&gt;
The bindings are set between the &amp;lt;code&amp;gt;&amp;lt;bindings&amp;gt;&amp;lt;/code&amp;gt; and the &amp;lt;code&amp;gt;&amp;lt;/bindings&amp;gt;&amp;lt;/code&amp;gt; tags in the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
Please see the specific subsections on the different devices:&lt;br /&gt;
* [[Manual:Config:Advanced:Bindings:Keyboard|Keyboard bindings]]&lt;br /&gt;
* [[Manual:Config:Advanced:Bindings:Mouse|Mouse bindings]]&lt;br /&gt;
* [[Manual:Config:Advanced:Bindings:Joystick|Joystick bindings]]&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
{{Fixme}} ''Insert a very short example showing all three binding types.''&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[Manual:Keyboard layout]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Variables|Config:Advanced:Variables]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Bindings]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced&amp;diff=17910</id>
		<title>Manual:Config:Advanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced&amp;diff=17910"/>
				<updated>2010-09-29T02:41:23Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: moved the config file example down to the example section where it should be&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config|Config]]&lt;br /&gt;
| up=[[Manual:Config|Config]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Advanced configuration=&lt;br /&gt;
&lt;br /&gt;
See the specific sections inside the config file:&lt;br /&gt;
* [[Manual:Config:Advanced:Bindings|Bindings]]&lt;br /&gt;
* [[Manual:Config:Advanced:Colors|Colors]]&lt;br /&gt;
* [[Manual:Config:Advanced:Variables|Variables]]&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
The basic structure of the config file:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;vegaconfig&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- comment&lt;br /&gt;
# line used by vssetup (inside a comment block)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;bindings&amp;gt;&lt;br /&gt;
 &amp;lt;bind key=&amp;quot;i&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Screenshot&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;!-- this line is a comment, the next is a disabled/commented bind config --&amp;gt;&lt;br /&gt;
 &amp;lt;!-- &amp;lt;bind key=&amp;quot;M&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::MapKey&amp;quot;/&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;/bindings&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;colors&amp;gt;&lt;br /&gt;
 &amp;lt;section name=&amp;quot;unit&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;color name=&amp;quot;ship_ambient&amp;quot; r=&amp;quot;0.3&amp;quot; g=&amp;quot;0.3&amp;quot; b=&amp;quot;0.3&amp;quot; a=&amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;color name=&amp;quot;engine&amp;quot; r=&amp;quot;1&amp;quot; g=&amp;quot;1&amp;quot; b=&amp;quot;1&amp;quot; a=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;/colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;variables&amp;gt;&lt;br /&gt;
 &amp;lt;section name=&amp;quot;data&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;var name=&amp;quot;usingtemplates&amp;quot; value=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;/variables&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/vegaconfig&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config|Config]]&lt;br /&gt;
| up=[[Manual:Config|Config]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced&amp;diff=17909</id>
		<title>Manual:Config:Advanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced&amp;diff=17909"/>
				<updated>2010-09-29T02:39:42Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: Add config file structure example; remove fixme&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config|Config]]&lt;br /&gt;
| up=[[Manual:Config|Config]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
The basic structure of the config file:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;vegaconfig&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- comment&lt;br /&gt;
# line used by vssetup (inside a comment block)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;bindings&amp;gt;&lt;br /&gt;
 &amp;lt;bind key=&amp;quot;i&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Screenshot&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;!-- this line is a comment, the next is a disabled/commented bind config --&amp;gt;&lt;br /&gt;
 &amp;lt;!-- &amp;lt;bind key=&amp;quot;M&amp;quot; modifier=&amp;quot;none&amp;quot; command=&amp;quot;Cockpit::MapKey&amp;quot;/&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;/bindings&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;colors&amp;gt;&lt;br /&gt;
 &amp;lt;section name=&amp;quot;unit&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;color name=&amp;quot;ship_ambient&amp;quot; r=&amp;quot;0.3&amp;quot; g=&amp;quot;0.3&amp;quot; b=&amp;quot;0.3&amp;quot; a=&amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;color name=&amp;quot;engine&amp;quot; r=&amp;quot;1&amp;quot; g=&amp;quot;1&amp;quot; b=&amp;quot;1&amp;quot; a=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;/colors&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;variables&amp;gt;&lt;br /&gt;
 &amp;lt;section name=&amp;quot;data&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;var name=&amp;quot;usingtemplates&amp;quot; value=&amp;quot;false&amp;quot;/&amp;gt;&lt;br /&gt;
 &amp;lt;/section&amp;gt;&lt;br /&gt;
&amp;lt;/variables&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/vegaconfig&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Advanced configuration=&lt;br /&gt;
&lt;br /&gt;
See the specific sections inside the config file:&lt;br /&gt;
* [[Manual:Config:Advanced:Bindings|Bindings]]&lt;br /&gt;
* [[Manual:Config:Advanced:Colors|Colors]]&lt;br /&gt;
* [[Manual:Config:Advanced:Variables|Variables]]&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
{{Fixme}} ''Insert a very short example code showing the layout of a complete config file.''&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config|Config]]&lt;br /&gt;
| up=[[Manual:Config|Config]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config&amp;diff=17908</id>
		<title>Manual:Config</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config&amp;diff=17908"/>
				<updated>2010-09-29T02:24:40Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: config file structure is in Advanced pages; remove FIXME&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Save and load|Save and Load]]&lt;br /&gt;
| up=[[Manual]]&lt;br /&gt;
| next=[[Manual:Location|Locations]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=The Setup Application=&lt;br /&gt;
&amp;lt;table style=&amp;quot;float: top;&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;http://vegastrike.sourceforge.net/albums/wiki_manual/options.jpg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Where to Find the Setup Application==&lt;br /&gt;
&lt;br /&gt;
===MacOS X Users===&lt;br /&gt;
There is now a Vega Strike Setup.app application included.&lt;br /&gt;
* Click to open.&lt;br /&gt;
** If you do not have GTK and X11 installed then you will see a console interface with arrow keys.&lt;br /&gt;
** If you have GTK and X11, then you will be presented with the window seen here.&lt;br /&gt;
If it does not work:&lt;br /&gt;
* ctrl-clicking or right-clicking the Vega Strike application&lt;br /&gt;
* choose ''Show Package Contents''&lt;br /&gt;
* navigate to the Contents/Resources/data/ subdirectory.&lt;br /&gt;
* It's useful to drag an alias of this directory to your desktop while you're editing Vega Strike.&lt;br /&gt;
&lt;br /&gt;
===Linux/Unix Users===&lt;br /&gt;
Configuration is accessed in three ways:&lt;br /&gt;
* Opening vslauncher and selecting GAME SETTINGS; OR&lt;br /&gt;
* By directly opening the file vssetup;&lt;br /&gt;
* Direct editing of the vegastrike.config file.&lt;br /&gt;
** There are multiple vegastrike.config files, the correct one to edit is located in a hidden home directory: ~/.vegastrike/vegastrike.config&lt;br /&gt;
&lt;br /&gt;
===Windows Users===&lt;br /&gt;
Configuration is accessed in three ways:&lt;br /&gt;
* Run the program Launcher.exe and select GAME SETTINGS; OR&lt;br /&gt;
* Run directly by opening the file setup.exe (Setup in the Start Menu);&lt;br /&gt;
* Direct editing of the vegastrike.config file.&lt;br /&gt;
&lt;br /&gt;
==Configuration Settings==&lt;br /&gt;
&lt;br /&gt;
===Computer===&lt;br /&gt;
* '''&amp;lt;256 Mb RAM'''&lt;br /&gt;
** Max Single Sounds: 5; Max Total Sounds: 16&lt;br /&gt;
** Systems retained in RAM: 2&lt;br /&gt;
** Old systems data saved for reuse: 2&lt;br /&gt;
* '''256 Mb RAM'''&lt;br /&gt;
** Max Single Sounds: 5; Max Total Sounds: 16&lt;br /&gt;
** Systems retained in RAM: 2&lt;br /&gt;
** Old systems data saved for reuse: 2&lt;br /&gt;
* '''512 Mb RAM + 256 Mb Swap'''&lt;br /&gt;
** Max Single Sounds: 8; Max Total Sounds: 24&lt;br /&gt;
** Systems retained in RAM: 2&lt;br /&gt;
** Old systems data saved for reuse: 3&lt;br /&gt;
* '''512 Mb RAM + 1Gb Swap'''&lt;br /&gt;
** Max Single Sounds: 12; Max Total Sounds: 32&lt;br /&gt;
** Systems retained in RAM: 3&lt;br /&gt;
** Old systems data saved for reuse: 4&lt;br /&gt;
* '''1024 Mb RAM'''&lt;br /&gt;
** Max Single Sounds: 12; Max Total Sounds: 32&lt;br /&gt;
** Systems retained in RAM: 3&lt;br /&gt;
** Old systems data saved for reuse: 15&lt;br /&gt;
&lt;br /&gt;
===Optimized===&lt;br /&gt;
* '''Vertex Arrays''' &amp;lt;BR/&amp;gt;Vertex (drawing) data is stored in an array (record).  OpenGL need only call on the array, rather than execute every command in the array.  In effect, OpenGL draws a starship each time one is needed - need five, draw five times.&lt;br /&gt;
* '''Compiled Vertex Arrays''' &amp;lt;BR/&amp;gt;Vertex data in an array can be locked down when it is expected to be used multiple times.  In effect, OpenGL does not recompute the locked array data until all surfaces using that data have been drawn.  OpenGL copies a starship only when the vertex array is compiled ... if more than one ship is on screen then it will only need to download it the first time to the card.&lt;br /&gt;
* '''Display Lists''' &amp;lt;BR/&amp;gt;This setting takes vertex commands and stores them for later execution - that is, define your drawing for multiple execution later.  While vertex arrays can do this with a lesser amount of memory, display lists can operate faster.  Graphics hardware may store display lists in dedicated memory, therefore increasing speed and efficiency, as well as offsetting the need for extra memory.  So this setting will download a starship to the video card when the starship is drawn ... being much faster than copying it each time it is drawn.  Recommend do not use this setting if you do not have a graphics hardware card.&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
* '''Decelerated Gameplay'''&lt;br /&gt;
** Game Speed is .5 normal&lt;br /&gt;
** Game Acceleration 1.0625x times normal&lt;br /&gt;
* '''Relaxing Gameplay'''&lt;br /&gt;
** Game Speed is normal&lt;br /&gt;
** Game Acceleration is normal&lt;br /&gt;
* '''Moderate Gameplay'''&lt;br /&gt;
** Game Speed is 2 times normal&lt;br /&gt;
** Game Acceleration is normal&lt;br /&gt;
* '''Hasty Gameplay'''&lt;br /&gt;
** Game Speed is 4 times normal&lt;br /&gt;
** Game Acceleration 0.9x normal&lt;br /&gt;
* '''Insane Gameplay'''&lt;br /&gt;
** Game Speed is 8 times normal&lt;br /&gt;
** Game Acceleration 0.96x normal&lt;br /&gt;
* '''Impossible Gameplay'''&lt;br /&gt;
** Game Speed is 16 times normal&lt;br /&gt;
** Game Acceleration 0.725x normal&lt;br /&gt;
&lt;br /&gt;
===Sound===&lt;br /&gt;
* '''No Sound''' - No sound files played.  This option is suggested when game performance is slow.&lt;br /&gt;
* '''My Sound Only''' - AI sound is deactivated; Only sound from you and your ship.&lt;br /&gt;
* '''All Sound''' - AI sound is activated&lt;br /&gt;
* '''My Linux Sound''' - AI sound is deactivated; Only sound from you and your ship.&lt;br /&gt;
* '''All Linux Sound''' - AI sound is activated&lt;br /&gt;
&lt;br /&gt;
===Music and Volume===&lt;br /&gt;
The initial setting for your music volume. This setting can be adjusted ingame.&lt;br /&gt;
* '''High Volume''' - To give you loud, dramatic music!&lt;br /&gt;
* '''Medium Volume''' - For enjoying the music but without it being intrusive.&lt;br /&gt;
* '''Low Volume''' - Suitable setting for having music playing in the background.&lt;br /&gt;
* '''Music Off''' - Does not load soundserver to play music.  This option is suggested when game performance is slow.&lt;br /&gt;
&lt;br /&gt;
===Video===&lt;br /&gt;
This selection determines the level of visual detail Vega Strike projects to your monitor.  These settings affect smoothness and rounding of objects, font style and anti-aliasing, sun halos, maximum texture size capability and whether reflection capability is available.&lt;br /&gt;
* '''Extreme Detail''' &amp;lt;BR/&amp;gt;Highest detailing available including full smoothing, halo, texturing and reflection capability available.  Cockpits can be activated.  Only high end video cards can operate at this setting without affecting performance.&lt;br /&gt;
* '''Very High Detail''' &amp;lt;BR/&amp;gt;The main difference is a large reduction in the level of visual detail.&lt;br /&gt;
* '''High Detail''' &amp;lt;BR/&amp;gt;Further reduction in visual detail, and reduced lighting capability.&lt;br /&gt;
* '''Medium Detail''' &amp;lt;BR/&amp;gt;Visual detail reduced with nebula fog disabled.&lt;br /&gt;
* '''Low Detail''' &amp;lt;BR/&amp;gt;Reduced visual detail with no background detailing (black only) and cockpits no longer available. All script is in reduced font size with no color differentiation.  Light reflection is disabled with no haloing effects.&lt;br /&gt;
* '''Retro Detail''' &amp;lt;BR/&amp;gt;Lowest detail with no texture usage (wireframe only).&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
&lt;br /&gt;
This selection sets the Video Resolution for Vega Strike to use. Please note the larger the resolution, the greater the processing power is needed.&lt;br /&gt;
&lt;br /&gt;
* '''512x384''' - {{Fixme}}&lt;br /&gt;
* '''640x480''' - xxx&lt;br /&gt;
* '''800x600''' - xxx&lt;br /&gt;
* '''1024x768''' - xxx&lt;br /&gt;
* '''1280x1024''' - xxx&lt;br /&gt;
* '''1600x1200''' - xxx&lt;br /&gt;
&lt;br /&gt;
Only standard 4:3 resolutions are supported. Wide screens (3:2, 16:9, etc) will display stretched or pillarboxed depending on your local drivers. Multiple monitors are not supported.&lt;br /&gt;
&lt;br /&gt;
===Per Pixel Lighting===&lt;br /&gt;
====Definitions====&lt;br /&gt;
*'''Separate Specular Color''' &amp;lt;BR/&amp;gt;Vertex Lighting.  Identifies the bright specular highlights that occur when light hits an object's surface and projects onto your ship's reflectivity analysis of the surface. In effect, you get a shine effect on an object that changes depending on where both the viewer and the sun is.&lt;br /&gt;
*''' Per Pixel Lighting''' &amp;lt;BR/&amp;gt;Per-pixel lighting offers the ability to calculate lighting effects at the pixel level, greatly increasing precision and realism in a scene.  In effect, making the lighting effects sharper, more defined.  Per pixel specular lighting is best with a pixel shader - not truly necessary, but you suffer a big performance hit otherwise.  GeForce3, Radeon 8500 and later video cards have this shader.  Where game performance is slow or you have an older generation card, do not select an option with Per Pixel Lighting.&lt;br /&gt;
*'''Reflection''' &amp;lt;BR/&amp;gt;Is an environment map (picture of background).  This map is used where the visual mesh is declared to be specular and is projected onto your reflectivity analysis of the surface (your view).  One result is that objects become capable of reflecting light and can act like a mirror surface.&lt;br /&gt;
&lt;br /&gt;
====Options====&lt;br /&gt;
* '''No Specular Lighting''' - This option is suggested when game performance is slow.&lt;br /&gt;
** separate specular color: no&lt;br /&gt;
** per pixel lighting: no&lt;br /&gt;
** reflection: no&lt;br /&gt;
* '''Specular Lighting'''&lt;br /&gt;
** separate specular color: yes&lt;br /&gt;
** per pixel lighting: no&lt;br /&gt;
** reflection: no&lt;br /&gt;
* '''Specular Per Pixel Lighting''' - Recommend a high end graphics card.&lt;br /&gt;
** separate specular color: no&lt;br /&gt;
** per pixel lighting: yes&lt;br /&gt;
** reflection: no&lt;br /&gt;
* '''Reflective Lighting'''&lt;br /&gt;
** separate specular color: yes&lt;br /&gt;
** per pixel lighting: no&lt;br /&gt;
** reflection: yes&lt;br /&gt;
* '''Reflective Per Pixel Lighting''' - Recommend a high end graphics card.&lt;br /&gt;
** separate specular color: yes&lt;br /&gt;
** per pixel lighting: yes&lt;br /&gt;
** reflection: yes&lt;br /&gt;
&lt;br /&gt;
===Color===&lt;br /&gt;
This selection determines whether the game uses full 32 bit color or the more limited 16 bit color range. It also determines whether the game runs in full screen mode (uses your whole screen limited by your resolution setting) or is windowed (appears as a window in your monitor allowing access other programs).&lt;br /&gt;
* '''32 bit Fullscreen''' - 32 bit color viewed in a full screen. Note that eMac users might not be able to use this setting.&lt;br /&gt;
* '''16 bit Fullscreen''' - Reduced 16 bit color viewed in a full screen. Note that eMac users might not be able to use this setting.&lt;br /&gt;
* '''32 bit Windowed''' - 32 bit color with the game viewed in a window.&lt;br /&gt;
* '''16 bit Windowed''' - Reduced 16 bit color with the game viewed in a window.&lt;br /&gt;
&lt;br /&gt;
===Mouse===&lt;br /&gt;
====Definitions====&lt;br /&gt;
This selection determines your mouse control during flight operations. A mouse with multiple buttons default to the button selection below.&lt;br /&gt;
&lt;br /&gt;
* '''button 0''' = Fire Weapon&lt;br /&gt;
* '''button 1''' = Fire Missile&lt;br /&gt;
* '''button 2''' = Afterburner&lt;br /&gt;
* '''button 3''' = Target (cycle all available targets)&lt;br /&gt;
* '''button 4''' = Target (target nearest targeting reticule)&lt;br /&gt;
* '''button 5''' = Deceleration (decrease speed)&lt;br /&gt;
* '''button 6''' = Perform a Shelton Slide&lt;br /&gt;
* '''button 7''' = Acceleration (increase speed)&lt;br /&gt;
* '''button 8''' = Cycle through guns&lt;br /&gt;
* '''button 9''' = Cycle through missiles&lt;br /&gt;
&lt;br /&gt;
====Options====&lt;br /&gt;
* '''Mouse Warping''' &amp;lt;BR/&amp;gt;&amp;quot;Drag to Steer&amp;quot;.  Your craft turns in the direction of the mouse movement, but the turn only continues while you mouse moves.  To continue a turn, you need to continue scrolling your mouse in the desired direction.&lt;br /&gt;
* '''Inv Mouse Warp''' &amp;lt;BR/&amp;gt;Inverts the direction of &amp;quot;Mouse Warping&amp;quot;&lt;br /&gt;
* '''Mouse Glide''' &amp;lt;BR/&amp;gt;Provides a 'ghost' targeting reticle that is movable around the screen.  When moved away from center, your ship will turn in the direction of the reticle.  Recenter reticle to cease turning.  This option does not require mouse scrolling to continue a turn.&lt;br /&gt;
* '''Inv Mouse Glide''' &amp;lt;BR/&amp;gt;Inverts the up/down direction of &amp;quot;Mouse Glide&amp;quot;&lt;br /&gt;
* '''No Mouse''' &amp;lt;BR/&amp;gt;No mouse flight.&lt;br /&gt;
&lt;br /&gt;
===Mouse Cursor===&lt;br /&gt;
* '''Software Cursor''' - This should be the default setting.  Cursor should appear at bases, and disappear in flight.&lt;br /&gt;
* '''Hardware Cursor''' - Select this option where the cursor is not appearing when at a base at all.&lt;br /&gt;
&lt;br /&gt;
===Joystick===&lt;br /&gt;
&lt;br /&gt;
====Definitions====&lt;br /&gt;
This selection configures your joystick for flight control. Joysticks can also be programmed by directly editing the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file recommended for advanced use only. Joysticks with multiple buttons default to the button selection below.&lt;br /&gt;
&lt;br /&gt;
* '''x axis''' = changes direction of pitch.  Imagine holding your arms out sideways from your body and your hands holding on to something.  You then swing your feet up and down.  You are rotating on your arms (x axis).&lt;br /&gt;
* '''y asis''' = changes direction of yaw.  Imagine standing upright, then turning in place to the left or right.&lt;br /&gt;
* '''z axis''' = changes direction of roll.  Imagine standing upright, holding on to a pole above you running from forwards to backwards. You then swing from left to right. You are 'rolling' around the pole.&lt;br /&gt;
* '''button 0''' = Fire Weapon&lt;br /&gt;
* '''button 1''' = Afterburner&lt;br /&gt;
* '''button 2''' = Fire Missile&lt;br /&gt;
* '''button 3''' = Target (cycle all available targets)&lt;br /&gt;
* '''button 4''' = Target (target nearest targeting reticle)&lt;br /&gt;
* '''button 5''' = Deceleration (decrease speed)&lt;br /&gt;
* '''button 6''' = Perform a Shelton Slide&lt;br /&gt;
* '''button 7''' = Acceleration (increase speed)&lt;br /&gt;
* '''button 8''' = Cycle through guns&lt;br /&gt;
* '''button 9''' = Cycle through missiles&lt;br /&gt;
&lt;br /&gt;
====Options====&lt;br /&gt;
* '''No Joystick''' - No joystick flight enabled.&lt;br /&gt;
* '''2 Axis Joystick''' Enables a standard 2 axis (x,y) joystick with two buttons (0,1).&lt;br /&gt;
* '''2 Axis Joystick And Throttle''' - Enables movement in the x,y directions only.  Currently, throttle control gives acceleration and deceleration, not speed control.  Result: set speed is either maximum or zero.&lt;br /&gt;
* '''3 Axis Joystick''' - Enables movement in all three directions.&lt;br /&gt;
* '''3 Axis Joystick and Throttle''' - Enables movement in all three directions, plus the use of a throttle.  Currently, throttle control gives acceleration and deceleration, not speed control.  Result: set speed is either maximum or zero.&lt;br /&gt;
* '''Joystick and Throttle Reversed''' - Reverses the setting of third axis and throttle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* See [[Manual:Config:Advanced|Advanced Configuration]] for information about editing the config file (vegastrike.config) directly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Save and load|Save and Load]]&lt;br /&gt;
| up=[[Manual]]&lt;br /&gt;
| next=[[Manual:Location|Locations]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config]]&lt;br /&gt;
'''Bold text'''&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config&amp;diff=17907</id>
		<title>Manual:Config</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config&amp;diff=17907"/>
				<updated>2010-09-29T02:23:41Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: add space after seealso section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Save and load|Save and Load]]&lt;br /&gt;
| up=[[Manual]]&lt;br /&gt;
| next=[[Manual:Location|Locations]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{Fixme}} ''Add general description of the config file syntax+structure''&lt;br /&gt;
&lt;br /&gt;
=The Setup Application=&lt;br /&gt;
&amp;lt;table style=&amp;quot;float: top;&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;http://vegastrike.sourceforge.net/albums/wiki_manual/options.jpg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Where to Find the Setup Application==&lt;br /&gt;
&lt;br /&gt;
===MacOS X Users===&lt;br /&gt;
There is now a Vega Strike Setup.app application included.&lt;br /&gt;
* Click to open.&lt;br /&gt;
** If you do not have GTK and X11 installed then you will see a console interface with arrow keys.&lt;br /&gt;
** If you have GTK and X11, then you will be presented with the window seen here.&lt;br /&gt;
If it does not work:&lt;br /&gt;
* ctrl-clicking or right-clicking the Vega Strike application&lt;br /&gt;
* choose ''Show Package Contents''&lt;br /&gt;
* navigate to the Contents/Resources/data/ subdirectory.&lt;br /&gt;
* It's useful to drag an alias of this directory to your desktop while you're editing Vega Strike.&lt;br /&gt;
&lt;br /&gt;
===Linux/Unix Users===&lt;br /&gt;
Configuration is accessed in three ways:&lt;br /&gt;
* Opening vslauncher and selecting GAME SETTINGS; OR&lt;br /&gt;
* By directly opening the file vssetup;&lt;br /&gt;
* Direct editing of the vegastrike.config file.&lt;br /&gt;
** There are multiple vegastrike.config files, the correct one to edit is located in a hidden home directory: ~/.vegastrike/vegastrike.config&lt;br /&gt;
&lt;br /&gt;
===Windows Users===&lt;br /&gt;
Configuration is accessed in three ways:&lt;br /&gt;
* Run the program Launcher.exe and select GAME SETTINGS; OR&lt;br /&gt;
* Run directly by opening the file setup.exe (Setup in the Start Menu);&lt;br /&gt;
* Direct editing of the vegastrike.config file.&lt;br /&gt;
&lt;br /&gt;
==Configuration Settings==&lt;br /&gt;
&lt;br /&gt;
===Computer===&lt;br /&gt;
* '''&amp;lt;256 Mb RAM'''&lt;br /&gt;
** Max Single Sounds: 5; Max Total Sounds: 16&lt;br /&gt;
** Systems retained in RAM: 2&lt;br /&gt;
** Old systems data saved for reuse: 2&lt;br /&gt;
* '''256 Mb RAM'''&lt;br /&gt;
** Max Single Sounds: 5; Max Total Sounds: 16&lt;br /&gt;
** Systems retained in RAM: 2&lt;br /&gt;
** Old systems data saved for reuse: 2&lt;br /&gt;
* '''512 Mb RAM + 256 Mb Swap'''&lt;br /&gt;
** Max Single Sounds: 8; Max Total Sounds: 24&lt;br /&gt;
** Systems retained in RAM: 2&lt;br /&gt;
** Old systems data saved for reuse: 3&lt;br /&gt;
* '''512 Mb RAM + 1Gb Swap'''&lt;br /&gt;
** Max Single Sounds: 12; Max Total Sounds: 32&lt;br /&gt;
** Systems retained in RAM: 3&lt;br /&gt;
** Old systems data saved for reuse: 4&lt;br /&gt;
* '''1024 Mb RAM'''&lt;br /&gt;
** Max Single Sounds: 12; Max Total Sounds: 32&lt;br /&gt;
** Systems retained in RAM: 3&lt;br /&gt;
** Old systems data saved for reuse: 15&lt;br /&gt;
&lt;br /&gt;
===Optimized===&lt;br /&gt;
* '''Vertex Arrays''' &amp;lt;BR/&amp;gt;Vertex (drawing) data is stored in an array (record).  OpenGL need only call on the array, rather than execute every command in the array.  In effect, OpenGL draws a starship each time one is needed - need five, draw five times.&lt;br /&gt;
* '''Compiled Vertex Arrays''' &amp;lt;BR/&amp;gt;Vertex data in an array can be locked down when it is expected to be used multiple times.  In effect, OpenGL does not recompute the locked array data until all surfaces using that data have been drawn.  OpenGL copies a starship only when the vertex array is compiled ... if more than one ship is on screen then it will only need to download it the first time to the card.&lt;br /&gt;
* '''Display Lists''' &amp;lt;BR/&amp;gt;This setting takes vertex commands and stores them for later execution - that is, define your drawing for multiple execution later.  While vertex arrays can do this with a lesser amount of memory, display lists can operate faster.  Graphics hardware may store display lists in dedicated memory, therefore increasing speed and efficiency, as well as offsetting the need for extra memory.  So this setting will download a starship to the video card when the starship is drawn ... being much faster than copying it each time it is drawn.  Recommend do not use this setting if you do not have a graphics hardware card.&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
* '''Decelerated Gameplay'''&lt;br /&gt;
** Game Speed is .5 normal&lt;br /&gt;
** Game Acceleration 1.0625x times normal&lt;br /&gt;
* '''Relaxing Gameplay'''&lt;br /&gt;
** Game Speed is normal&lt;br /&gt;
** Game Acceleration is normal&lt;br /&gt;
* '''Moderate Gameplay'''&lt;br /&gt;
** Game Speed is 2 times normal&lt;br /&gt;
** Game Acceleration is normal&lt;br /&gt;
* '''Hasty Gameplay'''&lt;br /&gt;
** Game Speed is 4 times normal&lt;br /&gt;
** Game Acceleration 0.9x normal&lt;br /&gt;
* '''Insane Gameplay'''&lt;br /&gt;
** Game Speed is 8 times normal&lt;br /&gt;
** Game Acceleration 0.96x normal&lt;br /&gt;
* '''Impossible Gameplay'''&lt;br /&gt;
** Game Speed is 16 times normal&lt;br /&gt;
** Game Acceleration 0.725x normal&lt;br /&gt;
&lt;br /&gt;
===Sound===&lt;br /&gt;
* '''No Sound''' - No sound files played.  This option is suggested when game performance is slow.&lt;br /&gt;
* '''My Sound Only''' - AI sound is deactivated; Only sound from you and your ship.&lt;br /&gt;
* '''All Sound''' - AI sound is activated&lt;br /&gt;
* '''My Linux Sound''' - AI sound is deactivated; Only sound from you and your ship.&lt;br /&gt;
* '''All Linux Sound''' - AI sound is activated&lt;br /&gt;
&lt;br /&gt;
===Music and Volume===&lt;br /&gt;
The initial setting for your music volume. This setting can be adjusted ingame.&lt;br /&gt;
* '''High Volume''' - To give you loud, dramatic music!&lt;br /&gt;
* '''Medium Volume''' - For enjoying the music but without it being intrusive.&lt;br /&gt;
* '''Low Volume''' - Suitable setting for having music playing in the background.&lt;br /&gt;
* '''Music Off''' - Does not load soundserver to play music.  This option is suggested when game performance is slow.&lt;br /&gt;
&lt;br /&gt;
===Video===&lt;br /&gt;
This selection determines the level of visual detail Vega Strike projects to your monitor.  These settings affect smoothness and rounding of objects, font style and anti-aliasing, sun halos, maximum texture size capability and whether reflection capability is available.&lt;br /&gt;
* '''Extreme Detail''' &amp;lt;BR/&amp;gt;Highest detailing available including full smoothing, halo, texturing and reflection capability available.  Cockpits can be activated.  Only high end video cards can operate at this setting without affecting performance.&lt;br /&gt;
* '''Very High Detail''' &amp;lt;BR/&amp;gt;The main difference is a large reduction in the level of visual detail.&lt;br /&gt;
* '''High Detail''' &amp;lt;BR/&amp;gt;Further reduction in visual detail, and reduced lighting capability.&lt;br /&gt;
* '''Medium Detail''' &amp;lt;BR/&amp;gt;Visual detail reduced with nebula fog disabled.&lt;br /&gt;
* '''Low Detail''' &amp;lt;BR/&amp;gt;Reduced visual detail with no background detailing (black only) and cockpits no longer available. All script is in reduced font size with no color differentiation.  Light reflection is disabled with no haloing effects.&lt;br /&gt;
* '''Retro Detail''' &amp;lt;BR/&amp;gt;Lowest detail with no texture usage (wireframe only).&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
&lt;br /&gt;
This selection sets the Video Resolution for Vega Strike to use. Please note the larger the resolution, the greater the processing power is needed.&lt;br /&gt;
&lt;br /&gt;
* '''512x384''' - {{Fixme}}&lt;br /&gt;
* '''640x480''' - xxx&lt;br /&gt;
* '''800x600''' - xxx&lt;br /&gt;
* '''1024x768''' - xxx&lt;br /&gt;
* '''1280x1024''' - xxx&lt;br /&gt;
* '''1600x1200''' - xxx&lt;br /&gt;
&lt;br /&gt;
Only standard 4:3 resolutions are supported. Wide screens (3:2, 16:9, etc) will display stretched or pillarboxed depending on your local drivers. Multiple monitors are not supported.&lt;br /&gt;
&lt;br /&gt;
===Per Pixel Lighting===&lt;br /&gt;
====Definitions====&lt;br /&gt;
*'''Separate Specular Color''' &amp;lt;BR/&amp;gt;Vertex Lighting.  Identifies the bright specular highlights that occur when light hits an object's surface and projects onto your ship's reflectivity analysis of the surface. In effect, you get a shine effect on an object that changes depending on where both the viewer and the sun is.&lt;br /&gt;
*''' Per Pixel Lighting''' &amp;lt;BR/&amp;gt;Per-pixel lighting offers the ability to calculate lighting effects at the pixel level, greatly increasing precision and realism in a scene.  In effect, making the lighting effects sharper, more defined.  Per pixel specular lighting is best with a pixel shader - not truly necessary, but you suffer a big performance hit otherwise.  GeForce3, Radeon 8500 and later video cards have this shader.  Where game performance is slow or you have an older generation card, do not select an option with Per Pixel Lighting.&lt;br /&gt;
*'''Reflection''' &amp;lt;BR/&amp;gt;Is an environment map (picture of background).  This map is used where the visual mesh is declared to be specular and is projected onto your reflectivity analysis of the surface (your view).  One result is that objects become capable of reflecting light and can act like a mirror surface.&lt;br /&gt;
&lt;br /&gt;
====Options====&lt;br /&gt;
* '''No Specular Lighting''' - This option is suggested when game performance is slow.&lt;br /&gt;
** separate specular color: no&lt;br /&gt;
** per pixel lighting: no&lt;br /&gt;
** reflection: no&lt;br /&gt;
* '''Specular Lighting'''&lt;br /&gt;
** separate specular color: yes&lt;br /&gt;
** per pixel lighting: no&lt;br /&gt;
** reflection: no&lt;br /&gt;
* '''Specular Per Pixel Lighting''' - Recommend a high end graphics card.&lt;br /&gt;
** separate specular color: no&lt;br /&gt;
** per pixel lighting: yes&lt;br /&gt;
** reflection: no&lt;br /&gt;
* '''Reflective Lighting'''&lt;br /&gt;
** separate specular color: yes&lt;br /&gt;
** per pixel lighting: no&lt;br /&gt;
** reflection: yes&lt;br /&gt;
* '''Reflective Per Pixel Lighting''' - Recommend a high end graphics card.&lt;br /&gt;
** separate specular color: yes&lt;br /&gt;
** per pixel lighting: yes&lt;br /&gt;
** reflection: yes&lt;br /&gt;
&lt;br /&gt;
===Color===&lt;br /&gt;
This selection determines whether the game uses full 32 bit color or the more limited 16 bit color range. It also determines whether the game runs in full screen mode (uses your whole screen limited by your resolution setting) or is windowed (appears as a window in your monitor allowing access other programs).&lt;br /&gt;
* '''32 bit Fullscreen''' - 32 bit color viewed in a full screen. Note that eMac users might not be able to use this setting.&lt;br /&gt;
* '''16 bit Fullscreen''' - Reduced 16 bit color viewed in a full screen. Note that eMac users might not be able to use this setting.&lt;br /&gt;
* '''32 bit Windowed''' - 32 bit color with the game viewed in a window.&lt;br /&gt;
* '''16 bit Windowed''' - Reduced 16 bit color with the game viewed in a window.&lt;br /&gt;
&lt;br /&gt;
===Mouse===&lt;br /&gt;
====Definitions====&lt;br /&gt;
This selection determines your mouse control during flight operations. A mouse with multiple buttons default to the button selection below.&lt;br /&gt;
&lt;br /&gt;
* '''button 0''' = Fire Weapon&lt;br /&gt;
* '''button 1''' = Fire Missile&lt;br /&gt;
* '''button 2''' = Afterburner&lt;br /&gt;
* '''button 3''' = Target (cycle all available targets)&lt;br /&gt;
* '''button 4''' = Target (target nearest targeting reticule)&lt;br /&gt;
* '''button 5''' = Deceleration (decrease speed)&lt;br /&gt;
* '''button 6''' = Perform a Shelton Slide&lt;br /&gt;
* '''button 7''' = Acceleration (increase speed)&lt;br /&gt;
* '''button 8''' = Cycle through guns&lt;br /&gt;
* '''button 9''' = Cycle through missiles&lt;br /&gt;
&lt;br /&gt;
====Options====&lt;br /&gt;
* '''Mouse Warping''' &amp;lt;BR/&amp;gt;&amp;quot;Drag to Steer&amp;quot;.  Your craft turns in the direction of the mouse movement, but the turn only continues while you mouse moves.  To continue a turn, you need to continue scrolling your mouse in the desired direction.&lt;br /&gt;
* '''Inv Mouse Warp''' &amp;lt;BR/&amp;gt;Inverts the direction of &amp;quot;Mouse Warping&amp;quot;&lt;br /&gt;
* '''Mouse Glide''' &amp;lt;BR/&amp;gt;Provides a 'ghost' targeting reticle that is movable around the screen.  When moved away from center, your ship will turn in the direction of the reticle.  Recenter reticle to cease turning.  This option does not require mouse scrolling to continue a turn.&lt;br /&gt;
* '''Inv Mouse Glide''' &amp;lt;BR/&amp;gt;Inverts the up/down direction of &amp;quot;Mouse Glide&amp;quot;&lt;br /&gt;
* '''No Mouse''' &amp;lt;BR/&amp;gt;No mouse flight.&lt;br /&gt;
&lt;br /&gt;
===Mouse Cursor===&lt;br /&gt;
* '''Software Cursor''' - This should be the default setting.  Cursor should appear at bases, and disappear in flight.&lt;br /&gt;
* '''Hardware Cursor''' - Select this option where the cursor is not appearing when at a base at all.&lt;br /&gt;
&lt;br /&gt;
===Joystick===&lt;br /&gt;
&lt;br /&gt;
====Definitions====&lt;br /&gt;
This selection configures your joystick for flight control. Joysticks can also be programmed by directly editing the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file recommended for advanced use only. Joysticks with multiple buttons default to the button selection below.&lt;br /&gt;
&lt;br /&gt;
* '''x axis''' = changes direction of pitch.  Imagine holding your arms out sideways from your body and your hands holding on to something.  You then swing your feet up and down.  You are rotating on your arms (x axis).&lt;br /&gt;
* '''y asis''' = changes direction of yaw.  Imagine standing upright, then turning in place to the left or right.&lt;br /&gt;
* '''z axis''' = changes direction of roll.  Imagine standing upright, holding on to a pole above you running from forwards to backwards. You then swing from left to right. You are 'rolling' around the pole.&lt;br /&gt;
* '''button 0''' = Fire Weapon&lt;br /&gt;
* '''button 1''' = Afterburner&lt;br /&gt;
* '''button 2''' = Fire Missile&lt;br /&gt;
* '''button 3''' = Target (cycle all available targets)&lt;br /&gt;
* '''button 4''' = Target (target nearest targeting reticle)&lt;br /&gt;
* '''button 5''' = Deceleration (decrease speed)&lt;br /&gt;
* '''button 6''' = Perform a Shelton Slide&lt;br /&gt;
* '''button 7''' = Acceleration (increase speed)&lt;br /&gt;
* '''button 8''' = Cycle through guns&lt;br /&gt;
* '''button 9''' = Cycle through missiles&lt;br /&gt;
&lt;br /&gt;
====Options====&lt;br /&gt;
* '''No Joystick''' - No joystick flight enabled.&lt;br /&gt;
* '''2 Axis Joystick''' Enables a standard 2 axis (x,y) joystick with two buttons (0,1).&lt;br /&gt;
* '''2 Axis Joystick And Throttle''' - Enables movement in the x,y directions only.  Currently, throttle control gives acceleration and deceleration, not speed control.  Result: set speed is either maximum or zero.&lt;br /&gt;
* '''3 Axis Joystick''' - Enables movement in all three directions.&lt;br /&gt;
* '''3 Axis Joystick and Throttle''' - Enables movement in all three directions, plus the use of a throttle.  Currently, throttle control gives acceleration and deceleration, not speed control.  Result: set speed is either maximum or zero.&lt;br /&gt;
* '''Joystick and Throttle Reversed''' - Reverses the setting of third axis and throttle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* See [[Manual:Config:Advanced|Advanced Configuration]] for information about editing the config file (vegastrike.config) directly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Save and load|Save and Load]]&lt;br /&gt;
| up=[[Manual]]&lt;br /&gt;
| next=[[Manual:Location|Locations]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config]]&lt;br /&gt;
'''Bold text'''&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config&amp;diff=17906</id>
		<title>Manual:Config</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config&amp;diff=17906"/>
				<updated>2010-09-29T02:22:27Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: /* Advanced configuration */ delete section; advancedconfiguration has its own pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Save and load|Save and Load]]&lt;br /&gt;
| up=[[Manual]]&lt;br /&gt;
| next=[[Manual:Location|Locations]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{Fixme}} ''Add general description of the config file syntax+structure''&lt;br /&gt;
&lt;br /&gt;
=The Setup Application=&lt;br /&gt;
&amp;lt;table style=&amp;quot;float: top;&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;http://vegastrike.sourceforge.net/albums/wiki_manual/options.jpg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Where to Find the Setup Application==&lt;br /&gt;
&lt;br /&gt;
===MacOS X Users===&lt;br /&gt;
There is now a Vega Strike Setup.app application included.&lt;br /&gt;
* Click to open.&lt;br /&gt;
** If you do not have GTK and X11 installed then you will see a console interface with arrow keys.&lt;br /&gt;
** If you have GTK and X11, then you will be presented with the window seen here.&lt;br /&gt;
If it does not work:&lt;br /&gt;
* ctrl-clicking or right-clicking the Vega Strike application&lt;br /&gt;
* choose ''Show Package Contents''&lt;br /&gt;
* navigate to the Contents/Resources/data/ subdirectory.&lt;br /&gt;
* It's useful to drag an alias of this directory to your desktop while you're editing Vega Strike.&lt;br /&gt;
&lt;br /&gt;
===Linux/Unix Users===&lt;br /&gt;
Configuration is accessed in three ways:&lt;br /&gt;
* Opening vslauncher and selecting GAME SETTINGS; OR&lt;br /&gt;
* By directly opening the file vssetup;&lt;br /&gt;
* Direct editing of the vegastrike.config file.&lt;br /&gt;
** There are multiple vegastrike.config files, the correct one to edit is located in a hidden home directory: ~/.vegastrike/vegastrike.config&lt;br /&gt;
&lt;br /&gt;
===Windows Users===&lt;br /&gt;
Configuration is accessed in three ways:&lt;br /&gt;
* Run the program Launcher.exe and select GAME SETTINGS; OR&lt;br /&gt;
* Run directly by opening the file setup.exe (Setup in the Start Menu);&lt;br /&gt;
* Direct editing of the vegastrike.config file.&lt;br /&gt;
&lt;br /&gt;
==Configuration Settings==&lt;br /&gt;
&lt;br /&gt;
===Computer===&lt;br /&gt;
* '''&amp;lt;256 Mb RAM'''&lt;br /&gt;
** Max Single Sounds: 5; Max Total Sounds: 16&lt;br /&gt;
** Systems retained in RAM: 2&lt;br /&gt;
** Old systems data saved for reuse: 2&lt;br /&gt;
* '''256 Mb RAM'''&lt;br /&gt;
** Max Single Sounds: 5; Max Total Sounds: 16&lt;br /&gt;
** Systems retained in RAM: 2&lt;br /&gt;
** Old systems data saved for reuse: 2&lt;br /&gt;
* '''512 Mb RAM + 256 Mb Swap'''&lt;br /&gt;
** Max Single Sounds: 8; Max Total Sounds: 24&lt;br /&gt;
** Systems retained in RAM: 2&lt;br /&gt;
** Old systems data saved for reuse: 3&lt;br /&gt;
* '''512 Mb RAM + 1Gb Swap'''&lt;br /&gt;
** Max Single Sounds: 12; Max Total Sounds: 32&lt;br /&gt;
** Systems retained in RAM: 3&lt;br /&gt;
** Old systems data saved for reuse: 4&lt;br /&gt;
* '''1024 Mb RAM'''&lt;br /&gt;
** Max Single Sounds: 12; Max Total Sounds: 32&lt;br /&gt;
** Systems retained in RAM: 3&lt;br /&gt;
** Old systems data saved for reuse: 15&lt;br /&gt;
&lt;br /&gt;
===Optimized===&lt;br /&gt;
* '''Vertex Arrays''' &amp;lt;BR/&amp;gt;Vertex (drawing) data is stored in an array (record).  OpenGL need only call on the array, rather than execute every command in the array.  In effect, OpenGL draws a starship each time one is needed - need five, draw five times.&lt;br /&gt;
* '''Compiled Vertex Arrays''' &amp;lt;BR/&amp;gt;Vertex data in an array can be locked down when it is expected to be used multiple times.  In effect, OpenGL does not recompute the locked array data until all surfaces using that data have been drawn.  OpenGL copies a starship only when the vertex array is compiled ... if more than one ship is on screen then it will only need to download it the first time to the card.&lt;br /&gt;
* '''Display Lists''' &amp;lt;BR/&amp;gt;This setting takes vertex commands and stores them for later execution - that is, define your drawing for multiple execution later.  While vertex arrays can do this with a lesser amount of memory, display lists can operate faster.  Graphics hardware may store display lists in dedicated memory, therefore increasing speed and efficiency, as well as offsetting the need for extra memory.  So this setting will download a starship to the video card when the starship is drawn ... being much faster than copying it each time it is drawn.  Recommend do not use this setting if you do not have a graphics hardware card.&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
* '''Decelerated Gameplay'''&lt;br /&gt;
** Game Speed is .5 normal&lt;br /&gt;
** Game Acceleration 1.0625x times normal&lt;br /&gt;
* '''Relaxing Gameplay'''&lt;br /&gt;
** Game Speed is normal&lt;br /&gt;
** Game Acceleration is normal&lt;br /&gt;
* '''Moderate Gameplay'''&lt;br /&gt;
** Game Speed is 2 times normal&lt;br /&gt;
** Game Acceleration is normal&lt;br /&gt;
* '''Hasty Gameplay'''&lt;br /&gt;
** Game Speed is 4 times normal&lt;br /&gt;
** Game Acceleration 0.9x normal&lt;br /&gt;
* '''Insane Gameplay'''&lt;br /&gt;
** Game Speed is 8 times normal&lt;br /&gt;
** Game Acceleration 0.96x normal&lt;br /&gt;
* '''Impossible Gameplay'''&lt;br /&gt;
** Game Speed is 16 times normal&lt;br /&gt;
** Game Acceleration 0.725x normal&lt;br /&gt;
&lt;br /&gt;
===Sound===&lt;br /&gt;
* '''No Sound''' - No sound files played.  This option is suggested when game performance is slow.&lt;br /&gt;
* '''My Sound Only''' - AI sound is deactivated; Only sound from you and your ship.&lt;br /&gt;
* '''All Sound''' - AI sound is activated&lt;br /&gt;
* '''My Linux Sound''' - AI sound is deactivated; Only sound from you and your ship.&lt;br /&gt;
* '''All Linux Sound''' - AI sound is activated&lt;br /&gt;
&lt;br /&gt;
===Music and Volume===&lt;br /&gt;
The initial setting for your music volume. This setting can be adjusted ingame.&lt;br /&gt;
* '''High Volume''' - To give you loud, dramatic music!&lt;br /&gt;
* '''Medium Volume''' - For enjoying the music but without it being intrusive.&lt;br /&gt;
* '''Low Volume''' - Suitable setting for having music playing in the background.&lt;br /&gt;
* '''Music Off''' - Does not load soundserver to play music.  This option is suggested when game performance is slow.&lt;br /&gt;
&lt;br /&gt;
===Video===&lt;br /&gt;
This selection determines the level of visual detail Vega Strike projects to your monitor.  These settings affect smoothness and rounding of objects, font style and anti-aliasing, sun halos, maximum texture size capability and whether reflection capability is available.&lt;br /&gt;
* '''Extreme Detail''' &amp;lt;BR/&amp;gt;Highest detailing available including full smoothing, halo, texturing and reflection capability available.  Cockpits can be activated.  Only high end video cards can operate at this setting without affecting performance.&lt;br /&gt;
* '''Very High Detail''' &amp;lt;BR/&amp;gt;The main difference is a large reduction in the level of visual detail.&lt;br /&gt;
* '''High Detail''' &amp;lt;BR/&amp;gt;Further reduction in visual detail, and reduced lighting capability.&lt;br /&gt;
* '''Medium Detail''' &amp;lt;BR/&amp;gt;Visual detail reduced with nebula fog disabled.&lt;br /&gt;
* '''Low Detail''' &amp;lt;BR/&amp;gt;Reduced visual detail with no background detailing (black only) and cockpits no longer available. All script is in reduced font size with no color differentiation.  Light reflection is disabled with no haloing effects.&lt;br /&gt;
* '''Retro Detail''' &amp;lt;BR/&amp;gt;Lowest detail with no texture usage (wireframe only).&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
&lt;br /&gt;
This selection sets the Video Resolution for Vega Strike to use. Please note the larger the resolution, the greater the processing power is needed.&lt;br /&gt;
&lt;br /&gt;
* '''512x384''' - {{Fixme}}&lt;br /&gt;
* '''640x480''' - xxx&lt;br /&gt;
* '''800x600''' - xxx&lt;br /&gt;
* '''1024x768''' - xxx&lt;br /&gt;
* '''1280x1024''' - xxx&lt;br /&gt;
* '''1600x1200''' - xxx&lt;br /&gt;
&lt;br /&gt;
Only standard 4:3 resolutions are supported. Wide screens (3:2, 16:9, etc) will display stretched or pillarboxed depending on your local drivers. Multiple monitors are not supported.&lt;br /&gt;
&lt;br /&gt;
===Per Pixel Lighting===&lt;br /&gt;
====Definitions====&lt;br /&gt;
*'''Separate Specular Color''' &amp;lt;BR/&amp;gt;Vertex Lighting.  Identifies the bright specular highlights that occur when light hits an object's surface and projects onto your ship's reflectivity analysis of the surface. In effect, you get a shine effect on an object that changes depending on where both the viewer and the sun is.&lt;br /&gt;
*''' Per Pixel Lighting''' &amp;lt;BR/&amp;gt;Per-pixel lighting offers the ability to calculate lighting effects at the pixel level, greatly increasing precision and realism in a scene.  In effect, making the lighting effects sharper, more defined.  Per pixel specular lighting is best with a pixel shader - not truly necessary, but you suffer a big performance hit otherwise.  GeForce3, Radeon 8500 and later video cards have this shader.  Where game performance is slow or you have an older generation card, do not select an option with Per Pixel Lighting.&lt;br /&gt;
*'''Reflection''' &amp;lt;BR/&amp;gt;Is an environment map (picture of background).  This map is used where the visual mesh is declared to be specular and is projected onto your reflectivity analysis of the surface (your view).  One result is that objects become capable of reflecting light and can act like a mirror surface.&lt;br /&gt;
&lt;br /&gt;
====Options====&lt;br /&gt;
* '''No Specular Lighting''' - This option is suggested when game performance is slow.&lt;br /&gt;
** separate specular color: no&lt;br /&gt;
** per pixel lighting: no&lt;br /&gt;
** reflection: no&lt;br /&gt;
* '''Specular Lighting'''&lt;br /&gt;
** separate specular color: yes&lt;br /&gt;
** per pixel lighting: no&lt;br /&gt;
** reflection: no&lt;br /&gt;
* '''Specular Per Pixel Lighting''' - Recommend a high end graphics card.&lt;br /&gt;
** separate specular color: no&lt;br /&gt;
** per pixel lighting: yes&lt;br /&gt;
** reflection: no&lt;br /&gt;
* '''Reflective Lighting'''&lt;br /&gt;
** separate specular color: yes&lt;br /&gt;
** per pixel lighting: no&lt;br /&gt;
** reflection: yes&lt;br /&gt;
* '''Reflective Per Pixel Lighting''' - Recommend a high end graphics card.&lt;br /&gt;
** separate specular color: yes&lt;br /&gt;
** per pixel lighting: yes&lt;br /&gt;
** reflection: yes&lt;br /&gt;
&lt;br /&gt;
===Color===&lt;br /&gt;
This selection determines whether the game uses full 32 bit color or the more limited 16 bit color range. It also determines whether the game runs in full screen mode (uses your whole screen limited by your resolution setting) or is windowed (appears as a window in your monitor allowing access other programs).&lt;br /&gt;
* '''32 bit Fullscreen''' - 32 bit color viewed in a full screen. Note that eMac users might not be able to use this setting.&lt;br /&gt;
* '''16 bit Fullscreen''' - Reduced 16 bit color viewed in a full screen. Note that eMac users might not be able to use this setting.&lt;br /&gt;
* '''32 bit Windowed''' - 32 bit color with the game viewed in a window.&lt;br /&gt;
* '''16 bit Windowed''' - Reduced 16 bit color with the game viewed in a window.&lt;br /&gt;
&lt;br /&gt;
===Mouse===&lt;br /&gt;
====Definitions====&lt;br /&gt;
This selection determines your mouse control during flight operations. A mouse with multiple buttons default to the button selection below.&lt;br /&gt;
&lt;br /&gt;
* '''button 0''' = Fire Weapon&lt;br /&gt;
* '''button 1''' = Fire Missile&lt;br /&gt;
* '''button 2''' = Afterburner&lt;br /&gt;
* '''button 3''' = Target (cycle all available targets)&lt;br /&gt;
* '''button 4''' = Target (target nearest targeting reticule)&lt;br /&gt;
* '''button 5''' = Deceleration (decrease speed)&lt;br /&gt;
* '''button 6''' = Perform a Shelton Slide&lt;br /&gt;
* '''button 7''' = Acceleration (increase speed)&lt;br /&gt;
* '''button 8''' = Cycle through guns&lt;br /&gt;
* '''button 9''' = Cycle through missiles&lt;br /&gt;
&lt;br /&gt;
====Options====&lt;br /&gt;
* '''Mouse Warping''' &amp;lt;BR/&amp;gt;&amp;quot;Drag to Steer&amp;quot;.  Your craft turns in the direction of the mouse movement, but the turn only continues while you mouse moves.  To continue a turn, you need to continue scrolling your mouse in the desired direction.&lt;br /&gt;
* '''Inv Mouse Warp''' &amp;lt;BR/&amp;gt;Inverts the direction of &amp;quot;Mouse Warping&amp;quot;&lt;br /&gt;
* '''Mouse Glide''' &amp;lt;BR/&amp;gt;Provides a 'ghost' targeting reticle that is movable around the screen.  When moved away from center, your ship will turn in the direction of the reticle.  Recenter reticle to cease turning.  This option does not require mouse scrolling to continue a turn.&lt;br /&gt;
* '''Inv Mouse Glide''' &amp;lt;BR/&amp;gt;Inverts the up/down direction of &amp;quot;Mouse Glide&amp;quot;&lt;br /&gt;
* '''No Mouse''' &amp;lt;BR/&amp;gt;No mouse flight.&lt;br /&gt;
&lt;br /&gt;
===Mouse Cursor===&lt;br /&gt;
* '''Software Cursor''' - This should be the default setting.  Cursor should appear at bases, and disappear in flight.&lt;br /&gt;
* '''Hardware Cursor''' - Select this option where the cursor is not appearing when at a base at all.&lt;br /&gt;
&lt;br /&gt;
===Joystick===&lt;br /&gt;
&lt;br /&gt;
====Definitions====&lt;br /&gt;
This selection configures your joystick for flight control. Joysticks can also be programmed by directly editing the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file recommended for advanced use only. Joysticks with multiple buttons default to the button selection below.&lt;br /&gt;
&lt;br /&gt;
* '''x axis''' = changes direction of pitch.  Imagine holding your arms out sideways from your body and your hands holding on to something.  You then swing your feet up and down.  You are rotating on your arms (x axis).&lt;br /&gt;
* '''y asis''' = changes direction of yaw.  Imagine standing upright, then turning in place to the left or right.&lt;br /&gt;
* '''z axis''' = changes direction of roll.  Imagine standing upright, holding on to a pole above you running from forwards to backwards. You then swing from left to right. You are 'rolling' around the pole.&lt;br /&gt;
* '''button 0''' = Fire Weapon&lt;br /&gt;
* '''button 1''' = Afterburner&lt;br /&gt;
* '''button 2''' = Fire Missile&lt;br /&gt;
* '''button 3''' = Target (cycle all available targets)&lt;br /&gt;
* '''button 4''' = Target (target nearest targeting reticle)&lt;br /&gt;
* '''button 5''' = Deceleration (decrease speed)&lt;br /&gt;
* '''button 6''' = Perform a Shelton Slide&lt;br /&gt;
* '''button 7''' = Acceleration (increase speed)&lt;br /&gt;
* '''button 8''' = Cycle through guns&lt;br /&gt;
* '''button 9''' = Cycle through missiles&lt;br /&gt;
&lt;br /&gt;
====Options====&lt;br /&gt;
* '''No Joystick''' - No joystick flight enabled.&lt;br /&gt;
* '''2 Axis Joystick''' Enables a standard 2 axis (x,y) joystick with two buttons (0,1).&lt;br /&gt;
* '''2 Axis Joystick And Throttle''' - Enables movement in the x,y directions only.  Currently, throttle control gives acceleration and deceleration, not speed control.  Result: set speed is either maximum or zero.&lt;br /&gt;
* '''3 Axis Joystick''' - Enables movement in all three directions.&lt;br /&gt;
* '''3 Axis Joystick and Throttle''' - Enables movement in all three directions, plus the use of a throttle.  Currently, throttle control gives acceleration and deceleration, not speed control.  Result: set speed is either maximum or zero.&lt;br /&gt;
* '''Joystick and Throttle Reversed''' - Reverses the setting of third axis and throttle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* See [[Manual:Config:Advanced|Advanced Configuration]] for information about editing the config file (vegastrike.config) directly.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Save and load|Save and Load]]&lt;br /&gt;
| up=[[Manual]]&lt;br /&gt;
| next=[[Manual:Location|Locations]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config]]&lt;br /&gt;
'''Bold text'''&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config&amp;diff=17905</id>
		<title>Manual:Config</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config&amp;diff=17905"/>
				<updated>2010-09-29T02:20:52Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Save and load|Save and Load]]&lt;br /&gt;
| up=[[Manual]]&lt;br /&gt;
| next=[[Manual:Location|Locations]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{Fixme}} ''Add general description of the config file syntax+structure''&lt;br /&gt;
&lt;br /&gt;
=The Setup Application=&lt;br /&gt;
&amp;lt;table style=&amp;quot;float: top;&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;http://vegastrike.sourceforge.net/albums/wiki_manual/options.jpg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Where to Find the Setup Application==&lt;br /&gt;
&lt;br /&gt;
===MacOS X Users===&lt;br /&gt;
There is now a Vega Strike Setup.app application included.&lt;br /&gt;
* Click to open.&lt;br /&gt;
** If you do not have GTK and X11 installed then you will see a console interface with arrow keys.&lt;br /&gt;
** If you have GTK and X11, then you will be presented with the window seen here.&lt;br /&gt;
If it does not work:&lt;br /&gt;
* ctrl-clicking or right-clicking the Vega Strike application&lt;br /&gt;
* choose ''Show Package Contents''&lt;br /&gt;
* navigate to the Contents/Resources/data/ subdirectory.&lt;br /&gt;
* It's useful to drag an alias of this directory to your desktop while you're editing Vega Strike.&lt;br /&gt;
&lt;br /&gt;
===Linux/Unix Users===&lt;br /&gt;
Configuration is accessed in three ways:&lt;br /&gt;
* Opening vslauncher and selecting GAME SETTINGS; OR&lt;br /&gt;
* By directly opening the file vssetup;&lt;br /&gt;
* Direct editing of the vegastrike.config file.&lt;br /&gt;
** There are multiple vegastrike.config files, the correct one to edit is located in a hidden home directory: ~/.vegastrike/vegastrike.config&lt;br /&gt;
&lt;br /&gt;
===Windows Users===&lt;br /&gt;
Configuration is accessed in three ways:&lt;br /&gt;
* Run the program Launcher.exe and select GAME SETTINGS; OR&lt;br /&gt;
* Run directly by opening the file setup.exe (Setup in the Start Menu);&lt;br /&gt;
* Direct editing of the vegastrike.config file.&lt;br /&gt;
&lt;br /&gt;
==Configuration Settings==&lt;br /&gt;
&lt;br /&gt;
===Computer===&lt;br /&gt;
* '''&amp;lt;256 Mb RAM'''&lt;br /&gt;
** Max Single Sounds: 5; Max Total Sounds: 16&lt;br /&gt;
** Systems retained in RAM: 2&lt;br /&gt;
** Old systems data saved for reuse: 2&lt;br /&gt;
* '''256 Mb RAM'''&lt;br /&gt;
** Max Single Sounds: 5; Max Total Sounds: 16&lt;br /&gt;
** Systems retained in RAM: 2&lt;br /&gt;
** Old systems data saved for reuse: 2&lt;br /&gt;
* '''512 Mb RAM + 256 Mb Swap'''&lt;br /&gt;
** Max Single Sounds: 8; Max Total Sounds: 24&lt;br /&gt;
** Systems retained in RAM: 2&lt;br /&gt;
** Old systems data saved for reuse: 3&lt;br /&gt;
* '''512 Mb RAM + 1Gb Swap'''&lt;br /&gt;
** Max Single Sounds: 12; Max Total Sounds: 32&lt;br /&gt;
** Systems retained in RAM: 3&lt;br /&gt;
** Old systems data saved for reuse: 4&lt;br /&gt;
* '''1024 Mb RAM'''&lt;br /&gt;
** Max Single Sounds: 12; Max Total Sounds: 32&lt;br /&gt;
** Systems retained in RAM: 3&lt;br /&gt;
** Old systems data saved for reuse: 15&lt;br /&gt;
&lt;br /&gt;
===Optimized===&lt;br /&gt;
* '''Vertex Arrays''' &amp;lt;BR/&amp;gt;Vertex (drawing) data is stored in an array (record).  OpenGL need only call on the array, rather than execute every command in the array.  In effect, OpenGL draws a starship each time one is needed - need five, draw five times.&lt;br /&gt;
* '''Compiled Vertex Arrays''' &amp;lt;BR/&amp;gt;Vertex data in an array can be locked down when it is expected to be used multiple times.  In effect, OpenGL does not recompute the locked array data until all surfaces using that data have been drawn.  OpenGL copies a starship only when the vertex array is compiled ... if more than one ship is on screen then it will only need to download it the first time to the card.&lt;br /&gt;
* '''Display Lists''' &amp;lt;BR/&amp;gt;This setting takes vertex commands and stores them for later execution - that is, define your drawing for multiple execution later.  While vertex arrays can do this with a lesser amount of memory, display lists can operate faster.  Graphics hardware may store display lists in dedicated memory, therefore increasing speed and efficiency, as well as offsetting the need for extra memory.  So this setting will download a starship to the video card when the starship is drawn ... being much faster than copying it each time it is drawn.  Recommend do not use this setting if you do not have a graphics hardware card.&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
* '''Decelerated Gameplay'''&lt;br /&gt;
** Game Speed is .5 normal&lt;br /&gt;
** Game Acceleration 1.0625x times normal&lt;br /&gt;
* '''Relaxing Gameplay'''&lt;br /&gt;
** Game Speed is normal&lt;br /&gt;
** Game Acceleration is normal&lt;br /&gt;
* '''Moderate Gameplay'''&lt;br /&gt;
** Game Speed is 2 times normal&lt;br /&gt;
** Game Acceleration is normal&lt;br /&gt;
* '''Hasty Gameplay'''&lt;br /&gt;
** Game Speed is 4 times normal&lt;br /&gt;
** Game Acceleration 0.9x normal&lt;br /&gt;
* '''Insane Gameplay'''&lt;br /&gt;
** Game Speed is 8 times normal&lt;br /&gt;
** Game Acceleration 0.96x normal&lt;br /&gt;
* '''Impossible Gameplay'''&lt;br /&gt;
** Game Speed is 16 times normal&lt;br /&gt;
** Game Acceleration 0.725x normal&lt;br /&gt;
&lt;br /&gt;
===Sound===&lt;br /&gt;
* '''No Sound''' - No sound files played.  This option is suggested when game performance is slow.&lt;br /&gt;
* '''My Sound Only''' - AI sound is deactivated; Only sound from you and your ship.&lt;br /&gt;
* '''All Sound''' - AI sound is activated&lt;br /&gt;
* '''My Linux Sound''' - AI sound is deactivated; Only sound from you and your ship.&lt;br /&gt;
* '''All Linux Sound''' - AI sound is activated&lt;br /&gt;
&lt;br /&gt;
===Music and Volume===&lt;br /&gt;
The initial setting for your music volume. This setting can be adjusted ingame.&lt;br /&gt;
* '''High Volume''' - To give you loud, dramatic music!&lt;br /&gt;
* '''Medium Volume''' - For enjoying the music but without it being intrusive.&lt;br /&gt;
* '''Low Volume''' - Suitable setting for having music playing in the background.&lt;br /&gt;
* '''Music Off''' - Does not load soundserver to play music.  This option is suggested when game performance is slow.&lt;br /&gt;
&lt;br /&gt;
===Video===&lt;br /&gt;
This selection determines the level of visual detail Vega Strike projects to your monitor.  These settings affect smoothness and rounding of objects, font style and anti-aliasing, sun halos, maximum texture size capability and whether reflection capability is available.&lt;br /&gt;
* '''Extreme Detail''' &amp;lt;BR/&amp;gt;Highest detailing available including full smoothing, halo, texturing and reflection capability available.  Cockpits can be activated.  Only high end video cards can operate at this setting without affecting performance.&lt;br /&gt;
* '''Very High Detail''' &amp;lt;BR/&amp;gt;The main difference is a large reduction in the level of visual detail.&lt;br /&gt;
* '''High Detail''' &amp;lt;BR/&amp;gt;Further reduction in visual detail, and reduced lighting capability.&lt;br /&gt;
* '''Medium Detail''' &amp;lt;BR/&amp;gt;Visual detail reduced with nebula fog disabled.&lt;br /&gt;
* '''Low Detail''' &amp;lt;BR/&amp;gt;Reduced visual detail with no background detailing (black only) and cockpits no longer available. All script is in reduced font size with no color differentiation.  Light reflection is disabled with no haloing effects.&lt;br /&gt;
* '''Retro Detail''' &amp;lt;BR/&amp;gt;Lowest detail with no texture usage (wireframe only).&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
&lt;br /&gt;
This selection sets the Video Resolution for Vega Strike to use. Please note the larger the resolution, the greater the processing power is needed.&lt;br /&gt;
&lt;br /&gt;
* '''512x384''' - {{Fixme}}&lt;br /&gt;
* '''640x480''' - xxx&lt;br /&gt;
* '''800x600''' - xxx&lt;br /&gt;
* '''1024x768''' - xxx&lt;br /&gt;
* '''1280x1024''' - xxx&lt;br /&gt;
* '''1600x1200''' - xxx&lt;br /&gt;
&lt;br /&gt;
Only standard 4:3 resolutions are supported. Wide screens (3:2, 16:9, etc) will display stretched or pillarboxed depending on your local drivers. Multiple monitors are not supported.&lt;br /&gt;
&lt;br /&gt;
===Per Pixel Lighting===&lt;br /&gt;
====Definitions====&lt;br /&gt;
*'''Separate Specular Color''' &amp;lt;BR/&amp;gt;Vertex Lighting.  Identifies the bright specular highlights that occur when light hits an object's surface and projects onto your ship's reflectivity analysis of the surface. In effect, you get a shine effect on an object that changes depending on where both the viewer and the sun is.&lt;br /&gt;
*''' Per Pixel Lighting''' &amp;lt;BR/&amp;gt;Per-pixel lighting offers the ability to calculate lighting effects at the pixel level, greatly increasing precision and realism in a scene.  In effect, making the lighting effects sharper, more defined.  Per pixel specular lighting is best with a pixel shader - not truly necessary, but you suffer a big performance hit otherwise.  GeForce3, Radeon 8500 and later video cards have this shader.  Where game performance is slow or you have an older generation card, do not select an option with Per Pixel Lighting.&lt;br /&gt;
*'''Reflection''' &amp;lt;BR/&amp;gt;Is an environment map (picture of background).  This map is used where the visual mesh is declared to be specular and is projected onto your reflectivity analysis of the surface (your view).  One result is that objects become capable of reflecting light and can act like a mirror surface.&lt;br /&gt;
&lt;br /&gt;
====Options====&lt;br /&gt;
* '''No Specular Lighting''' - This option is suggested when game performance is slow.&lt;br /&gt;
** separate specular color: no&lt;br /&gt;
** per pixel lighting: no&lt;br /&gt;
** reflection: no&lt;br /&gt;
* '''Specular Lighting'''&lt;br /&gt;
** separate specular color: yes&lt;br /&gt;
** per pixel lighting: no&lt;br /&gt;
** reflection: no&lt;br /&gt;
* '''Specular Per Pixel Lighting''' - Recommend a high end graphics card.&lt;br /&gt;
** separate specular color: no&lt;br /&gt;
** per pixel lighting: yes&lt;br /&gt;
** reflection: no&lt;br /&gt;
* '''Reflective Lighting'''&lt;br /&gt;
** separate specular color: yes&lt;br /&gt;
** per pixel lighting: no&lt;br /&gt;
** reflection: yes&lt;br /&gt;
* '''Reflective Per Pixel Lighting''' - Recommend a high end graphics card.&lt;br /&gt;
** separate specular color: yes&lt;br /&gt;
** per pixel lighting: yes&lt;br /&gt;
** reflection: yes&lt;br /&gt;
&lt;br /&gt;
===Color===&lt;br /&gt;
This selection determines whether the game uses full 32 bit color or the more limited 16 bit color range. It also determines whether the game runs in full screen mode (uses your whole screen limited by your resolution setting) or is windowed (appears as a window in your monitor allowing access other programs).&lt;br /&gt;
* '''32 bit Fullscreen''' - 32 bit color viewed in a full screen. Note that eMac users might not be able to use this setting.&lt;br /&gt;
* '''16 bit Fullscreen''' - Reduced 16 bit color viewed in a full screen. Note that eMac users might not be able to use this setting.&lt;br /&gt;
* '''32 bit Windowed''' - 32 bit color with the game viewed in a window.&lt;br /&gt;
* '''16 bit Windowed''' - Reduced 16 bit color with the game viewed in a window.&lt;br /&gt;
&lt;br /&gt;
===Mouse===&lt;br /&gt;
====Definitions====&lt;br /&gt;
This selection determines your mouse control during flight operations. A mouse with multiple buttons default to the button selection below.&lt;br /&gt;
&lt;br /&gt;
* '''button 0''' = Fire Weapon&lt;br /&gt;
* '''button 1''' = Fire Missile&lt;br /&gt;
* '''button 2''' = Afterburner&lt;br /&gt;
* '''button 3''' = Target (cycle all available targets)&lt;br /&gt;
* '''button 4''' = Target (target nearest targeting reticule)&lt;br /&gt;
* '''button 5''' = Deceleration (decrease speed)&lt;br /&gt;
* '''button 6''' = Perform a Shelton Slide&lt;br /&gt;
* '''button 7''' = Acceleration (increase speed)&lt;br /&gt;
* '''button 8''' = Cycle through guns&lt;br /&gt;
* '''button 9''' = Cycle through missiles&lt;br /&gt;
&lt;br /&gt;
====Options====&lt;br /&gt;
* '''Mouse Warping''' &amp;lt;BR/&amp;gt;&amp;quot;Drag to Steer&amp;quot;.  Your craft turns in the direction of the mouse movement, but the turn only continues while you mouse moves.  To continue a turn, you need to continue scrolling your mouse in the desired direction.&lt;br /&gt;
* '''Inv Mouse Warp''' &amp;lt;BR/&amp;gt;Inverts the direction of &amp;quot;Mouse Warping&amp;quot;&lt;br /&gt;
* '''Mouse Glide''' &amp;lt;BR/&amp;gt;Provides a 'ghost' targeting reticle that is movable around the screen.  When moved away from center, your ship will turn in the direction of the reticle.  Recenter reticle to cease turning.  This option does not require mouse scrolling to continue a turn.&lt;br /&gt;
* '''Inv Mouse Glide''' &amp;lt;BR/&amp;gt;Inverts the up/down direction of &amp;quot;Mouse Glide&amp;quot;&lt;br /&gt;
* '''No Mouse''' &amp;lt;BR/&amp;gt;No mouse flight.&lt;br /&gt;
&lt;br /&gt;
===Mouse Cursor===&lt;br /&gt;
* '''Software Cursor''' - This should be the default setting.  Cursor should appear at bases, and disappear in flight.&lt;br /&gt;
* '''Hardware Cursor''' - Select this option where the cursor is not appearing when at a base at all.&lt;br /&gt;
&lt;br /&gt;
===Joystick===&lt;br /&gt;
&lt;br /&gt;
====Definitions====&lt;br /&gt;
This selection configures your joystick for flight control. Joysticks can also be programmed by directly editing the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file recommended for advanced use only. Joysticks with multiple buttons default to the button selection below.&lt;br /&gt;
&lt;br /&gt;
* '''x axis''' = changes direction of pitch.  Imagine holding your arms out sideways from your body and your hands holding on to something.  You then swing your feet up and down.  You are rotating on your arms (x axis).&lt;br /&gt;
* '''y asis''' = changes direction of yaw.  Imagine standing upright, then turning in place to the left or right.&lt;br /&gt;
* '''z axis''' = changes direction of roll.  Imagine standing upright, holding on to a pole above you running from forwards to backwards. You then swing from left to right. You are 'rolling' around the pole.&lt;br /&gt;
* '''button 0''' = Fire Weapon&lt;br /&gt;
* '''button 1''' = Afterburner&lt;br /&gt;
* '''button 2''' = Fire Missile&lt;br /&gt;
* '''button 3''' = Target (cycle all available targets)&lt;br /&gt;
* '''button 4''' = Target (target nearest targeting reticle)&lt;br /&gt;
* '''button 5''' = Deceleration (decrease speed)&lt;br /&gt;
* '''button 6''' = Perform a Shelton Slide&lt;br /&gt;
* '''button 7''' = Acceleration (increase speed)&lt;br /&gt;
* '''button 8''' = Cycle through guns&lt;br /&gt;
* '''button 9''' = Cycle through missiles&lt;br /&gt;
&lt;br /&gt;
====Options====&lt;br /&gt;
* '''No Joystick''' - No joystick flight enabled.&lt;br /&gt;
* '''2 Axis Joystick''' Enables a standard 2 axis (x,y) joystick with two buttons (0,1).&lt;br /&gt;
* '''2 Axis Joystick And Throttle''' - Enables movement in the x,y directions only.  Currently, throttle control gives acceleration and deceleration, not speed control.  Result: set speed is either maximum or zero.&lt;br /&gt;
* '''3 Axis Joystick''' - Enables movement in all three directions.&lt;br /&gt;
* '''3 Axis Joystick and Throttle''' - Enables movement in all three directions, plus the use of a throttle.  Currently, throttle control gives acceleration and deceleration, not speed control.  Result: set speed is either maximum or zero.&lt;br /&gt;
* '''Joystick and Throttle Reversed''' - Reverses the setting of third axis and throttle.&lt;br /&gt;
&lt;br /&gt;
=[[Manual:Config:Advanced|Advanced configuration]]=&lt;br /&gt;
Instead of using the setup application you can edit the config file (&amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;) directly. And you can add further options to the file so it is accessible from the setup application.&lt;br /&gt;
&lt;br /&gt;
The pages below describe the various settings in the config file.&lt;br /&gt;
* [[Manual:Config:Advanced|Advanced configuration]]&lt;br /&gt;
** [[Manual:Config:Advanced:Bindings|Bindings]]&lt;br /&gt;
*** [[Manual:Config:Advanced:Bindings:Mouse|Mouse]]&lt;br /&gt;
*** [[Manual:Config:Advanced:Bindings:Joystick|Joystick]]&lt;br /&gt;
*** [[Manual:Config:Advanced:Bindings:Keyboard|Keyboard]]&lt;br /&gt;
** [[Manual:Config:Advanced:Variables|Variables]]&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* See [[Manual:Config:Advanced|Advanced Configuration]] for information about editing the config file (vegastrike.config) directly.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Save and load|Save and Load]]&lt;br /&gt;
| up=[[Manual]]&lt;br /&gt;
| next=[[Manual:Location|Locations]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config]]&lt;br /&gt;
'''Bold text'''&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config&amp;diff=17904</id>
		<title>Manual:Config</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config&amp;diff=17904"/>
				<updated>2010-09-29T02:19:57Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: /* See also */ advanced configuration reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Save and load|Save and Load]]&lt;br /&gt;
| up=[[Manual]]&lt;br /&gt;
| next=[[Manual:Location|Locations]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{Fixme}} ''Add general description of the config file syntax+structure''&lt;br /&gt;
&lt;br /&gt;
=The Setup Application=&lt;br /&gt;
&amp;lt;table style=&amp;quot;float: top;&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;http://vegastrike.sourceforge.net/albums/wiki_manual/options.jpg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Where to Find the Setup Application==&lt;br /&gt;
&lt;br /&gt;
===MacOS X Users===&lt;br /&gt;
There is now a Vega Strike Setup.app application included.&lt;br /&gt;
* Click to open.&lt;br /&gt;
** If you do not have GTK and X11 installed then you will see a console interface with arrow keys.&lt;br /&gt;
** If you have GTK and X11, then you will be presented with the window seen here.&lt;br /&gt;
If it does not work:&lt;br /&gt;
* ctrl-clicking or right-clicking the Vega Strike application&lt;br /&gt;
* choose ''Show Package Contents''&lt;br /&gt;
* navigate to the Contents/Resources/data/ subdirectory.&lt;br /&gt;
* It's useful to drag an alias of this directory to your desktop while you're editing Vega Strike.&lt;br /&gt;
&lt;br /&gt;
===Linux/Unix Users===&lt;br /&gt;
Configuration is accessed in three ways:&lt;br /&gt;
* Opening vslauncher and selecting GAME SETTINGS; OR&lt;br /&gt;
* By directly opening the file vssetup;&lt;br /&gt;
* Direct editing of the vegastrike.config file.&lt;br /&gt;
** There are multiple vegastrike.config files, the correct one to edit is located in a hidden home directory: ~/.vegastrike/vegastrike.config&lt;br /&gt;
&lt;br /&gt;
===Windows Users===&lt;br /&gt;
Configuration is accessed in three ways:&lt;br /&gt;
* Run the program Launcher.exe and select GAME SETTINGS; OR&lt;br /&gt;
* Run directly by opening the file setup.exe (Setup in the Start Menu);&lt;br /&gt;
* Direct editing of the vegastrike.config file.&lt;br /&gt;
&lt;br /&gt;
==Configuration Settings==&lt;br /&gt;
&lt;br /&gt;
===Computer===&lt;br /&gt;
* '''&amp;lt;256 Mb RAM'''&lt;br /&gt;
** Max Single Sounds: 5; Max Total Sounds: 16&lt;br /&gt;
** Systems retained in RAM: 2&lt;br /&gt;
** Old systems data saved for reuse: 2&lt;br /&gt;
* '''256 Mb RAM'''&lt;br /&gt;
** Max Single Sounds: 5; Max Total Sounds: 16&lt;br /&gt;
** Systems retained in RAM: 2&lt;br /&gt;
** Old systems data saved for reuse: 2&lt;br /&gt;
* '''512 Mb RAM + 256 Mb Swap'''&lt;br /&gt;
** Max Single Sounds: 8; Max Total Sounds: 24&lt;br /&gt;
** Systems retained in RAM: 2&lt;br /&gt;
** Old systems data saved for reuse: 3&lt;br /&gt;
* '''512 Mb RAM + 1Gb Swap'''&lt;br /&gt;
** Max Single Sounds: 12; Max Total Sounds: 32&lt;br /&gt;
** Systems retained in RAM: 3&lt;br /&gt;
** Old systems data saved for reuse: 4&lt;br /&gt;
* '''1024 Mb RAM'''&lt;br /&gt;
** Max Single Sounds: 12; Max Total Sounds: 32&lt;br /&gt;
** Systems retained in RAM: 3&lt;br /&gt;
** Old systems data saved for reuse: 15&lt;br /&gt;
&lt;br /&gt;
===Optimized===&lt;br /&gt;
* '''Vertex Arrays''' &amp;lt;BR/&amp;gt;Vertex (drawing) data is stored in an array (record).  OpenGL need only call on the array, rather than execute every command in the array.  In effect, OpenGL draws a starship each time one is needed - need five, draw five times.&lt;br /&gt;
* '''Compiled Vertex Arrays''' &amp;lt;BR/&amp;gt;Vertex data in an array can be locked down when it is expected to be used multiple times.  In effect, OpenGL does not recompute the locked array data until all surfaces using that data have been drawn.  OpenGL copies a starship only when the vertex array is compiled ... if more than one ship is on screen then it will only need to download it the first time to the card.&lt;br /&gt;
* '''Display Lists''' &amp;lt;BR/&amp;gt;This setting takes vertex commands and stores them for later execution - that is, define your drawing for multiple execution later.  While vertex arrays can do this with a lesser amount of memory, display lists can operate faster.  Graphics hardware may store display lists in dedicated memory, therefore increasing speed and efficiency, as well as offsetting the need for extra memory.  So this setting will download a starship to the video card when the starship is drawn ... being much faster than copying it each time it is drawn.  Recommend do not use this setting if you do not have a graphics hardware card.&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
* '''Decelerated Gameplay'''&lt;br /&gt;
** Game Speed is .5 normal&lt;br /&gt;
** Game Acceleration 1.0625x times normal&lt;br /&gt;
* '''Relaxing Gameplay'''&lt;br /&gt;
** Game Speed is normal&lt;br /&gt;
** Game Acceleration is normal&lt;br /&gt;
* '''Moderate Gameplay'''&lt;br /&gt;
** Game Speed is 2 times normal&lt;br /&gt;
** Game Acceleration is normal&lt;br /&gt;
* '''Hasty Gameplay'''&lt;br /&gt;
** Game Speed is 4 times normal&lt;br /&gt;
** Game Acceleration 0.9x normal&lt;br /&gt;
* '''Insane Gameplay'''&lt;br /&gt;
** Game Speed is 8 times normal&lt;br /&gt;
** Game Acceleration 0.96x normal&lt;br /&gt;
* '''Impossible Gameplay'''&lt;br /&gt;
** Game Speed is 16 times normal&lt;br /&gt;
** Game Acceleration 0.725x normal&lt;br /&gt;
&lt;br /&gt;
===Sound===&lt;br /&gt;
* '''No Sound''' - No sound files played.  This option is suggested when game performance is slow.&lt;br /&gt;
* '''My Sound Only''' - AI sound is deactivated; Only sound from you and your ship.&lt;br /&gt;
* '''All Sound''' - AI sound is activated&lt;br /&gt;
* '''My Linux Sound''' - AI sound is deactivated; Only sound from you and your ship.&lt;br /&gt;
* '''All Linux Sound''' - AI sound is activated&lt;br /&gt;
&lt;br /&gt;
===Music and Volume===&lt;br /&gt;
The initial setting for your music volume. This setting can be adjusted ingame.&lt;br /&gt;
* '''High Volume''' - To give you loud, dramatic music!&lt;br /&gt;
* '''Medium Volume''' - For enjoying the music but without it being intrusive.&lt;br /&gt;
* '''Low Volume''' - Suitable setting for having music playing in the background.&lt;br /&gt;
* '''Music Off''' - Does not load soundserver to play music.  This option is suggested when game performance is slow.&lt;br /&gt;
&lt;br /&gt;
===Video===&lt;br /&gt;
This selection determines the level of visual detail Vega Strike projects to your monitor.  These settings affect smoothness and rounding of objects, font style and anti-aliasing, sun halos, maximum texture size capability and whether reflection capability is available.&lt;br /&gt;
* '''Extreme Detail''' &amp;lt;BR/&amp;gt;Highest detailing available including full smoothing, halo, texturing and reflection capability available.  Cockpits can be activated.  Only high end video cards can operate at this setting without affecting performance.&lt;br /&gt;
* '''Very High Detail''' &amp;lt;BR/&amp;gt;The main difference is a large reduction in the level of visual detail.&lt;br /&gt;
* '''High Detail''' &amp;lt;BR/&amp;gt;Further reduction in visual detail, and reduced lighting capability.&lt;br /&gt;
* '''Medium Detail''' &amp;lt;BR/&amp;gt;Visual detail reduced with nebula fog disabled.&lt;br /&gt;
* '''Low Detail''' &amp;lt;BR/&amp;gt;Reduced visual detail with no background detailing (black only) and cockpits no longer available. All script is in reduced font size with no color differentiation.  Light reflection is disabled with no haloing effects.&lt;br /&gt;
* '''Retro Detail''' &amp;lt;BR/&amp;gt;Lowest detail with no texture usage (wireframe only).&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
&lt;br /&gt;
This selection sets the Video Resolution for Vega Strike to use. Please note the larger the resolution, the greater the processing power is needed.&lt;br /&gt;
&lt;br /&gt;
* '''512x384''' - {{Fixme}}&lt;br /&gt;
* '''640x480''' - xxx&lt;br /&gt;
* '''800x600''' - xxx&lt;br /&gt;
* '''1024x768''' - xxx&lt;br /&gt;
* '''1280x1024''' - xxx&lt;br /&gt;
* '''1600x1200''' - xxx&lt;br /&gt;
&lt;br /&gt;
Only standard 4:3 resolutions are supported. Wide screens (3:2, 16:9, etc) will display stretched or pillarboxed depending on your local drivers. Multiple monitors are not supported.&lt;br /&gt;
&lt;br /&gt;
===Per Pixel Lighting===&lt;br /&gt;
====Definitions====&lt;br /&gt;
*'''Separate Specular Color''' &amp;lt;BR/&amp;gt;Vertex Lighting.  Identifies the bright specular highlights that occur when light hits an object's surface and projects onto your ship's reflectivity analysis of the surface. In effect, you get a shine effect on an object that changes depending on where both the viewer and the sun is.&lt;br /&gt;
*''' Per Pixel Lighting''' &amp;lt;BR/&amp;gt;Per-pixel lighting offers the ability to calculate lighting effects at the pixel level, greatly increasing precision and realism in a scene.  In effect, making the lighting effects sharper, more defined.  Per pixel specular lighting is best with a pixel shader - not truly necessary, but you suffer a big performance hit otherwise.  GeForce3, Radeon 8500 and later video cards have this shader.  Where game performance is slow or you have an older generation card, do not select an option with Per Pixel Lighting.&lt;br /&gt;
*'''Reflection''' &amp;lt;BR/&amp;gt;Is an environment map (picture of background).  This map is used where the visual mesh is declared to be specular and is projected onto your reflectivity analysis of the surface (your view).  One result is that objects become capable of reflecting light and can act like a mirror surface.&lt;br /&gt;
&lt;br /&gt;
====Options====&lt;br /&gt;
* '''No Specular Lighting''' - This option is suggested when game performance is slow.&lt;br /&gt;
** separate specular color: no&lt;br /&gt;
** per pixel lighting: no&lt;br /&gt;
** reflection: no&lt;br /&gt;
* '''Specular Lighting'''&lt;br /&gt;
** separate specular color: yes&lt;br /&gt;
** per pixel lighting: no&lt;br /&gt;
** reflection: no&lt;br /&gt;
* '''Specular Per Pixel Lighting''' - Recommend a high end graphics card.&lt;br /&gt;
** separate specular color: no&lt;br /&gt;
** per pixel lighting: yes&lt;br /&gt;
** reflection: no&lt;br /&gt;
* '''Reflective Lighting'''&lt;br /&gt;
** separate specular color: yes&lt;br /&gt;
** per pixel lighting: no&lt;br /&gt;
** reflection: yes&lt;br /&gt;
* '''Reflective Per Pixel Lighting''' - Recommend a high end graphics card.&lt;br /&gt;
** separate specular color: yes&lt;br /&gt;
** per pixel lighting: yes&lt;br /&gt;
** reflection: yes&lt;br /&gt;
&lt;br /&gt;
===Color===&lt;br /&gt;
This selection determines whether the game uses full 32 bit color or the more limited 16 bit color range. It also determines whether the game runs in full screen mode (uses your whole screen limited by your resolution setting) or is windowed (appears as a window in your monitor allowing access other programs).&lt;br /&gt;
* '''32 bit Fullscreen''' - 32 bit color viewed in a full screen. Note that eMac users might not be able to use this setting.&lt;br /&gt;
* '''16 bit Fullscreen''' - Reduced 16 bit color viewed in a full screen. Note that eMac users might not be able to use this setting.&lt;br /&gt;
* '''32 bit Windowed''' - 32 bit color with the game viewed in a window.&lt;br /&gt;
* '''16 bit Windowed''' - Reduced 16 bit color with the game viewed in a window.&lt;br /&gt;
&lt;br /&gt;
===Mouse===&lt;br /&gt;
====Definitions====&lt;br /&gt;
This selection determines your mouse control during flight operations. A mouse with multiple buttons default to the button selection below.&lt;br /&gt;
&lt;br /&gt;
* '''button 0''' = Fire Weapon&lt;br /&gt;
* '''button 1''' = Fire Missile&lt;br /&gt;
* '''button 2''' = Afterburner&lt;br /&gt;
* '''button 3''' = Target (cycle all available targets)&lt;br /&gt;
* '''button 4''' = Target (target nearest targeting reticule)&lt;br /&gt;
* '''button 5''' = Deceleration (decrease speed)&lt;br /&gt;
* '''button 6''' = Perform a Shelton Slide&lt;br /&gt;
* '''button 7''' = Acceleration (increase speed)&lt;br /&gt;
* '''button 8''' = Cycle through guns&lt;br /&gt;
* '''button 9''' = Cycle through missiles&lt;br /&gt;
&lt;br /&gt;
====Options====&lt;br /&gt;
* '''Mouse Warping''' &amp;lt;BR/&amp;gt;&amp;quot;Drag to Steer&amp;quot;.  Your craft turns in the direction of the mouse movement, but the turn only continues while you mouse moves.  To continue a turn, you need to continue scrolling your mouse in the desired direction.&lt;br /&gt;
* '''Inv Mouse Warp''' &amp;lt;BR/&amp;gt;Inverts the direction of &amp;quot;Mouse Warping&amp;quot;&lt;br /&gt;
* '''Mouse Glide''' &amp;lt;BR/&amp;gt;Provides a 'ghost' targeting reticle that is movable around the screen.  When moved away from center, your ship will turn in the direction of the reticle.  Recenter reticle to cease turning.  This option does not require mouse scrolling to continue a turn.&lt;br /&gt;
* '''Inv Mouse Glide''' &amp;lt;BR/&amp;gt;Inverts the up/down direction of &amp;quot;Mouse Glide&amp;quot;&lt;br /&gt;
* '''No Mouse''' &amp;lt;BR/&amp;gt;No mouse flight.&lt;br /&gt;
&lt;br /&gt;
===Mouse Cursor===&lt;br /&gt;
* '''Software Cursor''' - This should be the default setting.  Cursor should appear at bases, and disappear in flight.&lt;br /&gt;
* '''Hardware Cursor''' - Select this option where the cursor is not appearing when at a base at all.&lt;br /&gt;
&lt;br /&gt;
===Joystick===&lt;br /&gt;
&lt;br /&gt;
====Definitions====&lt;br /&gt;
This selection configures your joystick for flight control. Joysticks can also be programmed by directly editing the &amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt; file recommended for advanced use only. Joysticks with multiple buttons default to the button selection below.&lt;br /&gt;
&lt;br /&gt;
* '''x axis''' = changes direction of pitch.  Imagine holding your arms out sideways from your body and your hands holding on to something.  You then swing your feet up and down.  You are rotating on your arms (x axis).&lt;br /&gt;
* '''y asis''' = changes direction of yaw.  Imagine standing upright, then turning in place to the left or right.&lt;br /&gt;
* '''z axis''' = changes direction of roll.  Imagine standing upright, holding on to a pole above you running from forwards to backwards. You then swing from left to right. You are 'rolling' around the pole.&lt;br /&gt;
* '''button 0''' = Fire Weapon&lt;br /&gt;
* '''button 1''' = Afterburner&lt;br /&gt;
* '''button 2''' = Fire Missile&lt;br /&gt;
* '''button 3''' = Target (cycle all available targets)&lt;br /&gt;
* '''button 4''' = Target (target nearest targeting reticle)&lt;br /&gt;
* '''button 5''' = Deceleration (decrease speed)&lt;br /&gt;
* '''button 6''' = Perform a Shelton Slide&lt;br /&gt;
* '''button 7''' = Acceleration (increase speed)&lt;br /&gt;
* '''button 8''' = Cycle through guns&lt;br /&gt;
* '''button 9''' = Cycle through missiles&lt;br /&gt;
&lt;br /&gt;
====Options====&lt;br /&gt;
* '''No Joystick''' - No joystick flight enabled.&lt;br /&gt;
* '''2 Axis Joystick''' Enables a standard 2 axis (x,y) joystick with two buttons (0,1).&lt;br /&gt;
* '''2 Axis Joystick And Throttle''' - Enables movement in the x,y directions only.  Currently, throttle control gives acceleration and deceleration, not speed control.  Result: set speed is either maximum or zero.&lt;br /&gt;
* '''3 Axis Joystick''' - Enables movement in all three directions.&lt;br /&gt;
* '''3 Axis Joystick and Throttle''' - Enables movement in all three directions, plus the use of a throttle.  Currently, throttle control gives acceleration and deceleration, not speed control.  Result: set speed is either maximum or zero.&lt;br /&gt;
* '''Joystick and Throttle Reversed''' - Reverses the setting of third axis and throttle.&lt;br /&gt;
&lt;br /&gt;
=[[Manual:Config:Advanced|Advanced configuration]]=&lt;br /&gt;
Instead of using the setup application you can edit the config file (&amp;lt;code&amp;gt;vegastrike.config&amp;lt;/code&amp;gt;) directly. And you can add further options to the file so it is accessible from the setup application.&lt;br /&gt;
&lt;br /&gt;
The pages below describe the various settings in the config file.&lt;br /&gt;
* [[Manual:Config:Advanced|Advanced configuration]]&lt;br /&gt;
** [[Manual:Config:Advanced:Bindings|Bindings]]&lt;br /&gt;
*** [[Manual:Config:Advanced:Bindings:Mouse|Mouse]]&lt;br /&gt;
*** [[Manual:Config:Advanced:Bindings:Joystick|Joystick]]&lt;br /&gt;
*** [[Manual:Config:Advanced:Bindings:Keyboard|Keyboard]]&lt;br /&gt;
** [[Manual:Config:Advanced:Variables|Variables]]&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[Manual:Config:Advanced|Advanced Configuration]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Save and load|Save and Load]]&lt;br /&gt;
| up=[[Manual]]&lt;br /&gt;
| next=[[Manual:Location|Locations]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config]]&lt;br /&gt;
'''Bold text'''&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=17903</id>
		<title>Manual:Config:Advanced:Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Variables&amp;diff=17903"/>
				<updated>2010-09-29T02:11:58Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: /* Configuration variables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced:Variables}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Configuration variables =&lt;br /&gt;
{{Fixme}} ''&amp;lt;Variables&amp;gt;''&lt;br /&gt;
{{Fixme}} ''Syntax of the variables and where to put them.''&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''hqtextures'''&amp;lt;/code&amp;gt; [string] - enables the ''hqtextures'' directory&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;Physics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''collision_inertial_time'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;1.25&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed'''&amp;lt;/code&amp;gt; [float]- Changed by setup program, depends on difficulty setting.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''game_speed_lying'''&amp;lt;/code&amp;gt; [boolean] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reduce_beam_ammo'''&amp;lt;/code&amp;gt; [boolean] - If set, beam weapons with ammo will expend it (currently only Jackhammer).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt; [boolean] - Turns on a correction of &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]] for all weapons toward the medium values (for &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt;=1 &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; &amp;lt;1000 is raised, otherwise lowered; &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; dropped to 1/8 of the value in &amp;lt;code&amp;gt;weapon_list.xml&amp;lt;/code&amp;gt;).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;  &amp;lt;small&amp;gt;(in default vegastrike.config)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''gun_speed'''&amp;lt;/code&amp;gt; [float] - The adjustment factor for weapons' &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; [[HowTo:Make_Weapons|attributes]]. Both values are multiplied by this if &amp;lt;code&amp;gt;'''gun_speed_adjusted_game_speed'''&amp;lt;/code&amp;gt;=&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;, otherwise adjustments are more complex.&lt;br /&gt;
** &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''special_and_normal_gun_combo'''&amp;lt;/code&amp;gt; [boolean] - If set, the weapon group of all guns including &amp;quot;Special&amp;quot; ones can be toggled when cycling through guns.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''head_lag'''&amp;lt;/code&amp;gt; [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.&lt;br /&gt;
** &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''pan_on_auto'''&amp;lt;/code&amp;gt; [boolean] - Sets if there should be an camera switch + flyby on autopilot activation.  {{Fixme}} ''No longer used?''&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_speed'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;50&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shake_reduction'''&amp;lt;/code&amp;gt; [float] - Cockpit shake reduction amount.&lt;br /&gt;
** &amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shove_camera_down'''&amp;lt;/code&amp;gt; [float] - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;.3&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''shield_texture'''&amp;lt;/code&amp;gt; [string/file] - Shield effect texture, expected to be in the textures directory. It is alpha blended, so blackness = transparency in-game.&lt;br /&gt;
** &amp;lt;code&amp;gt;shield.bmp&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reflectivity'''&amp;lt;/code&amp;gt; [float] - {{Fixme}} ''What does the next line mean?''&lt;br /&gt;
** &amp;lt;code&amp;gt;.2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;: (0.0-1.0) default reflection level (1.0 = very shiny). &lt;br /&gt;
* &amp;lt;code&amp;gt;'''star_shine'''&amp;lt;/code&amp;gt; [string/file] - List of .ani files for a sun's flare effect separated by single spaces.&lt;br /&gt;
** &amp;lt;code&amp;gt;shine.ani&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''num_messages'''&amp;lt;/code&amp;gt; [float] - Sets the maximum number of communication messages shown at the same time.&lt;br /&gt;
** &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''last_message_time'''&amp;lt;/code&amp;gt; [float] - Sets the minimum time (in seconds) that a message is shown before scrolled up.&lt;br /&gt;
** &amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''camera_pan_speed'''&amp;lt;/code&amp;gt; [float, default:0.0001] - sets the speed of camera panning and yawing &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_to_target'''&amp;lt;/code&amp;gt; [boolean, default:true] - generally toggles the display of target arrow for all cameras&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables target arrow display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pancam'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_arrow_on_pantgt'''&amp;lt;/code&amp;gt; [boolean, default:false] - disables/enables target arrow display on target camera (default key '8') &lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_unit_on_chasecam'''&amp;lt;/code&amp;gt; [boolean, default:true] - disables/enables own vessel display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''weapon_gamma'''&amp;lt;/code&amp;gt; [float] - affects all weapon effects' [[HowTo:Make_Weapons|appearance]], if &amp;gt;0.&lt;br /&gt;
** &amp;lt;code&amp;gt;1.35&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''StretchBolts'''&amp;lt;/code&amp;gt; [float] - If &amp;gt; 0, Bolts (only) will appear stretched to this fraction of the distance they traveled since the last calculation - i.e. if set to 1, a bolt's tail will be where its head was in the previous frame, its own Length being compensated for.&lt;br /&gt;
** &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_weapons'''&amp;lt;/code&amp;gt; [boolean] - Whether to draw mounts.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;hud&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''radarType'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;WC&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Display two radars in the bottom screen. The left one is the front radar, the right one is the rear radar.&lt;br /&gt;
** &amp;lt;code&amp;gt;Elite&amp;lt;/code&amp;gt; - 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).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''min_target_box_size'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;.01&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Minimum target box size.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTargettingBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Enable box display. Allow &amp;lt;code&amp;gt;drawAllTargetBoxes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawLineToTargetsTarget&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;drawAlwaysITTS&amp;lt;/code&amp;gt; .&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not display any target box or docking box.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAllTargetBoxes'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display every units in boxes (not planets, jumps).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display units in boxes except the selected one.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw a line between your ship and the selected target. Allow drawLineToTargetsTarget. Does not seem to work (on 4rd March 2004).&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToTargetsTarget'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Disable the line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; -  Draw a line between your target and the target of your target. Does not seem to work (on 4th March 2004).&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawLineToITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Draw [[Terminology:ITTS|ITTS]] line.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawAlwaysITTS'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Force [[Terminology:ITTS|ITTS]] drawing.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
* &amp;lt;code&amp;gt;'''DrawTheirRelationColor'''&amp;lt;/code&amp;gt; - Determines the box color of the selected target.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - The box color corresponds to the target relation towards you.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - The box color corresponds to your relation towards the target.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''drawNavSymbol'''&amp;lt;/code&amp;gt; - Does not seem to work (on 7th March 2004). {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - {{Fixme}}&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - {{Fixme}}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;joystick&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor'''&amp;lt;/code&amp;gt; - This parameter is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; when [Mouse glide] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse glide]. When enabled, &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; must be set to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Set when no mouse support is required or when &amp;lt;code&amp;gt;warp_mouse&amp;lt;/code&amp;gt; is set to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_chasecam'''&amp;lt;/code&amp;gt; [default:true] (false, true) - disables/enables cursor display on chase camera (default key '5')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pancam'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on pan camera (default key '6')&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_cursor_pantgt'''&amp;lt;/code&amp;gt; [default:false] (false, true) - disables/enables cursor display on target camera (default key '8')&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;'''mouse_crosshair'''&amp;lt;/code&amp;gt; - Mouse cursor appearance when [Mouse glide] is selected (when &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;).&lt;br /&gt;
* '''&amp;lt;code&amp;gt;crosshairs.spr&amp;lt;/code&amp;gt;''' &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - If &amp;lt;code&amp;gt;mouse_cursor&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;, this file contains the image to be used as cursor. This file must be located in the &amp;lt;code&amp;gt;./sprites&amp;lt;/code&amp;gt; directory. See the .spr file format [[HowTo:Edit HUDs]].&lt;br /&gt;
* &amp;lt;code&amp;gt;'''warp_mouse'''&amp;lt;/code&amp;gt; This parameter is set to true when [Mouse warp] control is selected in setup.&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - In-flight control using [Mouse warp]. When enabled, mouse_cursor must be set to false.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Set when no mouse support is required or when mouse_cursor is set to true.&lt;br /&gt;
** Note: if no in-flight mouse control is needed, both mouse_cursor and warp_mouse must be set to false.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''reverse_mouse_spr'''&amp;lt;/code&amp;gt; Used when [Mouse glide] control is selected in setup (see mouse_cursor).&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; -  Invert vertical mouse axis.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Does not invert vertical mouse axis.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_rendered_crosshairs'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Draw basic crosshairs using lines whatever the cockpit type is.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; - Use a sprite to draw the hud crosshairs. See cockpit file format [[HowTo:Edit HUDs]]. Each cockpit type might have its own crosshairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_chase_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when chase view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when chase view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_panning_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when panning view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - Does not display the hud when panning view is active.&lt;br /&gt;
* &amp;lt;code&amp;gt;'''draw_vdus_from_target_cam'''&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; - Display the hud when target view is active.&lt;br /&gt;
** &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; &amp;lt;small&amp;gt;(default)&amp;lt;/small&amp;gt; - does not display the hud when target view is active.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;&amp;lt;code&amp;gt;cockpitaudio&amp;lt;/code&amp;gt;&amp;quot; section==&lt;br /&gt;
This section contains names of wave files that happen on these events.&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
{{Fixme}} ''Insert a very short example code showing a variable definition (and subsections).''&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
For a complete list of ''vegastrike.config'' variables visit [[CONFVAR]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
| up=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
| next=[[Manual:Config:Advanced|Config:Advanced]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced:Variables]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Colors&amp;diff=17902</id>
		<title>Manual:Config:Advanced:Colors</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced:Colors&amp;diff=17902"/>
				<updated>2010-09-29T02:11:48Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Configuration variables =&lt;br /&gt;
{{Fixme}} ''&amp;lt;Colors&amp;gt;''&lt;br /&gt;
{{Fixme}} ''Syntax of the color section variables and where to put them.''&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced&amp;diff=17901</id>
		<title>Manual:Config:Advanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Config:Advanced&amp;diff=17901"/>
				<updated>2010-09-29T02:09:59Z</updated>
		
		<summary type="html">&lt;p&gt;Greenfreedom10: /* Advanced configuration */ added colors section to match config file&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|Manual:Config:Advanced}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config|Config]]&lt;br /&gt;
| up=[[Manual:Config|Config]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{Fixme}} ''Add general description of the config file syntax+structure''&lt;br /&gt;
&lt;br /&gt;
=Advanced configuration=&lt;br /&gt;
&lt;br /&gt;
See the specific sections inside the config file:&lt;br /&gt;
* [[Manual:Config:Advanced:Bindings|Bindings]]&lt;br /&gt;
* [[Manual:Config:Advanced:Colors|Colors]]&lt;br /&gt;
* [[Manual:Config:Advanced:Variables|Variables]]&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
{{Fixme}} ''Insert a very short example code showing the layout of a complete config file.''&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Config|Config]]&lt;br /&gt;
| up=[[Manual:Config|Config]]&lt;br /&gt;
| next=[[Manual:Config:Advanced:Bindings|Config:Advanced:Bindings]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Config:Advanced]]&lt;/div&gt;</summary>
		<author><name>Greenfreedom10</name></author>	</entry>

	</feed>